Modifier -> Modifiers

This commit is contained in:
Chris Danford
2005-05-20 08:57:59 +00:00
parent 2d2a1be418
commit 1227d18d6c
12 changed files with 24 additions and 24 deletions
+1 -1
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@@ -45,7 +45,7 @@ void ActiveAttackList::Refresh()
continue;
PlayerOptions po;
po.FromString( attack.sModifier, true );
po.FromString( attack.sModifiers, true );
po.GetThemedMods( vsThemedMods );
}
+3 -3
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@@ -43,7 +43,7 @@ bool Attack::operator== ( const Attack &rhs ) const
EQUAL(level) &&
EQUAL(fStartSecond) &&
EQUAL(fSecsRemaining) &&
EQUAL(sModifier) &&
EQUAL(sModifiers) &&
EQUAL(bOn) &&
EQUAL(bGlobal);
}
@@ -51,7 +51,7 @@ bool Attack::operator== ( const Attack &rhs ) const
bool Attack::ContainsTransformOrTurn() const
{
PlayerOptions po;
po.FromString( sModifier );
po.FromString( sModifiers );
return po.ContainsTransformOrTurn();
}
@@ -61,7 +61,7 @@ Attack Attack::FromGlobalCourseModifier( const CString &sModifiers )
a.fStartSecond = 0;
a.fSecsRemaining = 10000; /* whole song */
a.level = ATTACK_LEVEL_1;
a.sModifier = sModifiers;
a.sModifiers = sModifiers;
a.bGlobal = true;
return a;
}
+5 -5
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@@ -11,7 +11,7 @@ struct Attack
AttackLevel level;
float fStartSecond; // -1 = now
float fSecsRemaining;
CString sModifier;
CString sModifiers;
bool bOn; // set and used by GAMESTATE
bool bGlobal; // true for song-wide course mods
bool bShowInAttackList;
@@ -21,7 +21,7 @@ struct Attack
level = ATTACK_LEVEL_1;
fStartSecond = -1;
fSecsRemaining = 0;
sModifier = CString();
sModifiers = CString();
bOn = false;
bGlobal = false;
bShowInAttackList = true;
@@ -31,7 +31,7 @@ struct Attack
AttackLevel level_,
float fStartSecond_,
float fSecsRemaining_,
CString sModifier_,
CString sModifiers_,
bool bOn_,
bool bGlobal_,
bool bShowInAttackList_ = true )
@@ -39,14 +39,14 @@ struct Attack
level = level_;
fStartSecond = fStartSecond_;
fSecsRemaining = fSecsRemaining_;
sModifier = sModifier_;
sModifiers = sModifiers_;
bOn = bOn_;
bGlobal = bGlobal_;
bShowInAttackList = bShowInAttackList_;
}
void GetAttackBeats( const Song *song, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const;
bool IsBlank() const { return sModifier.empty(); }
bool IsBlank() const { return sModifiers.empty(); }
bool operator== ( const Attack &rhs ) const;
bool ContainsTransformOrTurn() const;
static Attack FromGlobalCourseModifier( const CString &sModifiers );
+1 -1
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@@ -92,7 +92,7 @@ void AttackDisplay::Update( float fDelta )
if( attack.IsBlank() )
continue;
SetAttack( attack.sModifier );
SetAttack( attack.sModifiers );
break;
}
}
+3 -3
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@@ -175,7 +175,7 @@ void Course::LoadFromCRSFile( CString sPath )
end = strtof( sBits[1], NULL );
else if( !sBits[0].CompareNoCase("MODS") )
{
attack.sModifier = sBits[1];
attack.sModifiers = sBits[1];
if( end != -9999 )
{
ASSERT_M( end >= attack.fStartSecond, ssprintf("Attack ends before it starts. end %f, start %f", end, attack.fStartSecond) );
@@ -185,7 +185,7 @@ void Course::LoadFromCRSFile( CString sPath )
// warn on invalid so we catch bogus mods on load
PlayerOptions po;
po.FromString( attack.sModifier, true );
po.FromString( attack.sModifiers, true );
attacks.push_back( attack );
}
@@ -449,7 +449,7 @@ void Course::Save( CString sPath, bool bSavingCache )
CString line;
const Attack &a = entry.attacks[j];
line += ssprintf( " TIME=%.2f:LEN=%.2f:MODS=%s",
a.fStartSecond, a.fSecsRemaining, a.sModifier.c_str() );
a.fStartSecond, a.fSecsRemaining, a.sModifiers.c_str() );
if( j+1 < entry.attacks.size() )
line += ":";
+4 -4
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@@ -1122,7 +1122,7 @@ void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
{
const Attack &mod = a[j];
PlayerOptions po;
po.FromString( mod.sModifier );
po.FromString( mod.sModifiers );
out.push_back( po.m_sNoteSkin );
}
}
@@ -1183,7 +1183,7 @@ void GameState::SetNoteSkinForBeatRange( PlayerState* pPlayerState, const CStrin
* is set. This is also called by GameState::Update when activating a queued attack. */
void GameState::LaunchAttack( PlayerNumber target, const Attack& a )
{
LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifier.c_str(), target+1, a.fStartSecond );
LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), target+1, a.fStartSecond );
Attack attack = a;
@@ -1224,7 +1224,7 @@ void GameState::RemoveAllInventory()
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
m_pPlayerState[p]->m_Inventory[s].fSecsRemaining = 0;
m_pPlayerState[p]->m_Inventory[s].sModifier = "";
m_pPlayerState[p]->m_Inventory[s].sModifiers = "";
}
}
}
@@ -1237,7 +1237,7 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
{
if( !m_pPlayerState[pn]->m_ActiveAttacks[s].bOn )
continue; /* hasn't started yet */
po.FromString( m_pPlayerState[pn]->m_ActiveAttacks[s].sModifier );
po.FromString( m_pPlayerState[pn]->m_ActiveAttacks[s].sModifiers );
}
m_pPlayerState[pn]->m_PlayerOptions = po;
+1 -1
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@@ -168,7 +168,7 @@ void Inventory::AwardItem( int iItemIndex )
if( iOpenSlot != -1 )
{
Attack a;
a.sModifier = g_Items[iItemIndex].sModifier;
a.sModifiers = g_Items[iItemIndex].sModifier;
a.fSecsRemaining = ITEM_DURATION_SECONDS;
a.level = g_Items[iItemIndex].level;
pInventory[iOpenSlot] = a;
+1 -1
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@@ -1745,7 +1745,7 @@ void NoteDataUtil::TransformNoteData( NoteData &nd, const AttackArray &aa, Steps
FOREACH_CONST( Attack, aa, a )
{
PlayerOptions po;
po.FromString( a->sModifier );
po.FromString( a->sModifiers );
if( po.ContainsTransformOrTurn() )
{
float fStartBeat, fEndBeat;
+2 -2
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@@ -566,13 +566,13 @@ void Player::ApplyWaitingTransforms()
/* Should this default to "" always? need it blank so we know if mod.sModifier
* changes the note skin. */
po.m_sNoteSkin = "";
po.FromString( mod.sModifier );
po.FromString( mod.sModifiers );
float fStartBeat, fEndBeat;
mod.GetAttackBeats( GAMESTATE->m_pCurSong, m_pPlayerState, fStartBeat, fEndBeat );
fEndBeat = min( fEndBeat, m_NoteData.GetLastBeat() );
LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifier.c_str(), fStartBeat, fEndBeat,
LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifiers.c_str(), fStartBeat, fEndBeat,
GAMESTATE->m_pCurSong->GetTranslitMainTitle().c_str() );
if( po.m_sNoteSkin != "" )
GAMESTATE->SetNoteSkinForBeatRange( m_pPlayerState, po.m_sNoteSkin, fStartBeat, fEndBeat );
+1 -1
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@@ -45,7 +45,7 @@ void ScoreDisplayBattle::Update( float fDelta )
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
const Attack& attack = m_pPlayerState->m_Inventory[s];
CString sNewModifier = attack.sModifier;
CString sNewModifier = attack.sModifiers;
if( sNewModifier != m_iLastSeenInventory[s] )
{
+1 -1
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@@ -144,7 +144,7 @@ void ScoreKeeperRave::LaunchAttack( AttackLevel al )
Attack a;
a.level = al;
a.fSecsRemaining = ATTACK_DURATION_SECONDS;
a.sModifier = sAttackToGive;
a.sModifiers = sAttackToGive;
// remove current attack (if any)
GAMESTATE->RemoveActiveAttacksForPlayer( pnToAttack );
+1 -1
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@@ -817,7 +817,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
a.fStartSecond = -1; // now
GAMESTATE->LaunchAttack( p, a );
GAMESTATE->m_SongOptions.FromString( a.sModifier );
GAMESTATE->m_SongOptions.FromString( a.sModifiers );
}
// UGLY: Force updating the BeatToNoteSkin mapping and cache NoteSkins now, or else