Update to use the new ModsGroup api.

This commit is contained in:
Steve Checkoway
2006-08-05 04:47:01 +00:00
parent 7dd10c92f4
commit 1802e603b3
16 changed files with 61 additions and 60 deletions
+1 -1
View File
@@ -258,7 +258,7 @@ bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
default: break;
}
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = po );
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
return true; // don't check any more
+4 -3
View File
@@ -772,12 +772,12 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
{
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
}
SongOptions so;
GAMESTATE->GetDefaultSongOptions( so );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
}
// HACK: Set life type to BATTERY just once here so it happens once and
// we don't override the user's changes if they back out.
@@ -785,7 +785,8 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
GAMESTATE->m_PlayMode != OldPlayMode &&
GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BAR )
{
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
//MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
}
}
+11 -11
View File
@@ -234,7 +234,7 @@ void GameState::Reset()
SongOptions so;
GAMESTATE->GetDefaultSongOptions( so );
MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Preferred, = so );
m_SongOptions.Assign( ModsLevel_Preferred, so );
FOREACH_PlayerNumber(p)
{
@@ -248,7 +248,7 @@ void GameState::Reset()
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Preferred, = po );
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
}
FOREACH_PlayerNumber(p)
@@ -369,7 +369,7 @@ void GameState::PlayersFinalized()
* sets a default of "reverse", and the player turns it off, we should
* set it off. However, don't reset modifiers that aren't saved by the
* profile, so we don't ignore unsaved modifiers when a profile is in use. */
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, .ResetSavedPrefs() );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, ResetSavedPrefs );
GAMESTATE->ApplyPreferredModifiers( pn, sModifiers );
}
// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
@@ -485,8 +485,8 @@ void GameState::BeginStage()
GAMESTATE->ResetStageStatistics();
FOREACH_PlayerNumber( p )
MODS_GROUP_ASSIGN( m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = m_pPlayerState[p]->m_PlayerOptions.GetPreferred() );
MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Stage, = m_SongOptions.GetPreferred() );
m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, m_pPlayerState[p]->m_PlayerOptions.GetPreferred() );
m_SongOptions.Assign( ModsLevel_Stage, m_SongOptions.GetPreferred() );
m_iNumStagesOfThisSong = GetNumStagesForCurrentSong();
ASSERT( m_iNumStagesOfThisSong != -1 );
@@ -1073,14 +1073,14 @@ void GameState::GetDefaultSongOptions( SongOptions &so )
void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers )
{
MODS_GROUP_ASSIGN( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, .FromString(sModifiers) );
MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Preferred, .FromString(sModifiers) );
m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Preferred, sModifiers );
m_SongOptions.FromString( ModsLevel_Preferred, sModifiers );
}
void GameState::ApplyStageModifiers( PlayerNumber pn, RString sModifiers )
{
MODS_GROUP_ASSIGN( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, .FromString(sModifiers) );
MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Stage, .FromString(sModifiers) );
m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Stage, sModifiers );
m_SongOptions.FromString( ModsLevel_Stage, sModifiers );
}
void GameState::ResetOptions()
@@ -1089,11 +1089,11 @@ void GameState::ResetOptions()
{
PlayerOptions po;
GetDefaultPlayerOptions( po );
MODS_GROUP_ASSIGN( m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Preferred, = po );
m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
}
SongOptions so;
GetDefaultSongOptions( so );
MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Preferred, = so );
m_SongOptions.Assign( ModsLevel_Preferred, so );
}
bool GameState::IsDisqualified( PlayerNumber pn )
+2 -2
View File
@@ -121,10 +121,10 @@ void MusicWheel::Load( RString sType )
FOREACH_HumanPlayer( p )
{
GAMESTATE->m_pCurSteps[p].Set( pSteps );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po);
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
GAMESTATE->m_PreferredDifficulty[p].Set( pSteps->GetDifficulty() );
}
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
}
/* Update for SORT_MOST_PLAYED. */
+1 -1
View File
@@ -139,7 +139,7 @@ void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
continue; /* hasn't started yet */
po.FromString( m_ActiveAttacks[s].sModifiers );
}
MODS_GROUP_ASSIGN( m_PlayerOptions, ModsLevel_Song, = po );
m_PlayerOptions.Assign( ModsLevel_Song, po );
int iSumOfAttackLevels = GetSumOfActiveAttackLevels();
+2 -2
View File
@@ -481,7 +481,7 @@ class DebugLineAssistTick : public IDebugLine
virtual void Do( RString &sMessageOut )
{
bool bAssistTick = !GAMESTATE->m_SongOptions.GetSong().m_bAssistTick;
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .m_bAssistTick = bAssistTick );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_bAssistTick, bAssistTick );
MESSAGEMAN->Broadcast( Message_AssistTickChanged );
IDebugLine::Do( sMessageOut );
}
@@ -506,7 +506,7 @@ class DebugLineAutosync : public IDebugLine
{
SongOptions::AutosyncType as = enum_add2( GAMESTATE->m_SongOptions.GetSong().m_AutosyncType, 1 );
wrap( (int&)as, SongOptions::NUM_AUTOSYNC_TYPES );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .m_AutosyncType = as );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_AutosyncType, as );
MESSAGEMAN->Broadcast( Message_AutosyncChanged );
IDebugLine::Do( sMessageOut );
}
+10 -10
View File
@@ -697,11 +697,11 @@ void ScreenEdit::Init()
const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn];
if( NOTESKIN->DoesNoteSkinExist(sNoteSkin) )
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, .m_sNoteSkin = sNoteSkin );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, sNoteSkin );
}
m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
MODS_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, .m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetStage().m_sNoteSkin );
MODS_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetStage().m_sNoteSkin );
m_pSteps->GetNoteData( m_NoteDataEdit );
m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
@@ -728,6 +728,7 @@ void ScreenEdit::Init()
m_Player->Init( "Player", GAMESTATE->m_pPlayerState[PLAYER_1], NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
m_Player->CacheAllUsedNoteSkins();
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
m_Player->SetXY( PLAYER_X, PLAYER_Y );
this->AddChild( m_Player );
@@ -774,7 +775,7 @@ void ScreenEdit::Init()
ScreenEdit::~ScreenEdit()
{
FOREACH_PlayerNumber( pn )
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, .m_sNoteSkin = m_sOldNoteSkins[pn] );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, m_sOldNoteSkins[pn] );
// UGLY: Don't delete the Song's steps.
m_songLastSave.DetachSteps();
@@ -1256,7 +1257,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
fScrollSpeed = fSpeeds[iSpeed];
}
MODS_GROUP_ASSIGN( pPlayerState->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = fScrollSpeed );
MODS_GROUP_ASSIGN( pPlayerState->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, fScrollSpeed );
break;
}
@@ -1388,7 +1389,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
DoHelp();
break;
case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_bAssistTick ^= 1 );
MODS_GROUP_TOGGLE( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick );
break;
case EDIT_BUTTON_OPEN_NEXT_STEPS:
case EDIT_BUTTON_OPEN_PREV_STEPS:
@@ -1783,7 +1784,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
}
g_fLastInsertAttackPositionSeconds = fStart;
g_fLastInsertAttackDurationSeconds = fEnd - fStart;
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, = po );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions );
}
@@ -2027,7 +2028,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
TransitionEditState( STATE_EDITING );
break;
case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_bAssistTick ^= 1 );
MODS_GROUP_TOGGLE( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick );
break;
case EDIT_BUTTON_TOGGLE_AUTOPLAY:
{
@@ -2150,7 +2151,7 @@ void ScreenEdit::TransitionEditState( EditState em )
{
case STATE_RECORDING:
case STATE_RECORDING_PAUSED:
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fScrolls[PlayerOptions::SCROLL_CENTERED] = 1.0f );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fScrolls[PlayerOptions::SCROLL_CENTERED], 1.0f );
break;
}
@@ -2208,7 +2209,6 @@ void ScreenEdit::TransitionEditState( EditState em )
/* If we're in course display mode, set that up. */
SetupCourseAttacks();
m_Player->CacheAllUsedNoteSkins();
m_Player.Load( m_NoteDataEdit );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PREFSMAN->m_AutoPlay;
@@ -2468,7 +2468,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
if( iAttack >= 0 )
po.FromString( ce.attacks[iAttack].sModifiers );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Preferred, = po );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions );
}
}
+4 -4
View File
@@ -40,11 +40,11 @@ ScreenEnding::ScreenEnding() : ScreenAttract( false/*dont reset GAMESTATE*/ )
GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
GAMESTATE->m_iCurrentStageIndex = 0;
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
for( float f = 0; f < 100.0f; f += 1.0f )
{
+3 -3
View File
@@ -107,7 +107,7 @@ ScreenEvaluation::ScreenEvaluation()
FOREACH_PlayerNumber( p )
{
if( RandomInt(2) )
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_bTransforms[PlayerOptions::TRANSFORM_ECHO] = true ); // show "disqualified"
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_bTransforms[PlayerOptions::TRANSFORM_ECHO], true ); // show "disqualified"
GAMESTATE->m_bSideIsJoined[p] = true;
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
@@ -119,8 +119,8 @@ ScreenEvaluation::ScreenEvaluation()
STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
}
for( float f = 0; f < 100.0f; f += 1.0f )
+3 -3
View File
@@ -837,7 +837,7 @@ void ScreenGameplay::InitSongQueues()
// In a survival course, override stored mods
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
{
MODS_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Stage, .FromString("clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue()) );
pi->GetPlayerState()->m_PlayerOptions.FromString( ModsLevel_Stage, "clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue() );
pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
}
}
@@ -968,7 +968,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
a.fStartSecond = -1; // now
pi->GetPlayerState()->LaunchAttack( a );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .FromString(a.sModifiers) );
GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
}
/* Update attack bOn flags. */
@@ -1027,7 +1027,7 @@ void ScreenGameplay::LoadNextSong()
/* If we're in battery mode, force FailImmediate. We assume in PlayerMinus::Step that
* failed players can't step. */
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .m_FailType = SongOptions::FAIL_IMMEDIATE );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_FailType, SongOptions::FAIL_IMMEDIATE );
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
+1 -1
View File
@@ -28,7 +28,7 @@ void ScreenGameplaySyncMachine::Init()
ASSERT( pSteps );
GAMESTATE->m_pCurSteps[0].Set( pSteps );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_AutosyncType = SongOptions::AUTOSYNC_MACHINE );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_AutosyncType, SongOptions::AUTOSYNC_MACHINE );
PREFSMAN->m_AutoPlay.Set( PC_HUMAN );
ScreenGameplayNormal::Init( false );
+1 -1
View File
@@ -170,7 +170,7 @@ void ScreenHowToPlay::Init()
SET_XY_AND_ON_COMMAND( m_Player );
// Don't show judgement
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fBlind = 1 );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_bDemonstrationOrJukebox = true;
}
+10 -10
View File
@@ -192,7 +192,7 @@ void ScreenJukebox::Init()
// choose some cool options
int Benchmark = 0;
if(Benchmark)
if( Benchmark )
{
/* Note that you also need to make sure you benchmark with the
* same notes. I use a copy of MaxU with only heavy notes included. */
@@ -200,13 +200,13 @@ void ScreenJukebox::Init()
{
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = PlayerOptions() );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = .25f );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fPerspectiveTilt = -1 );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1 );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fPerspectiveTilt, -1.0f );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects[ PlayerOptions::EFFECT_MINI ], 1.0f );
}
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_FailType = SongOptions::FAIL_OFF );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_FailType, SongOptions::FAIL_OFF );
}
FOREACH_EnabledPlayer( p )
@@ -219,15 +219,15 @@ void ScreenJukebox::Init()
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
po.ChooseRandomModifiers();
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
}
}
SongOptions so;
GAMESTATE->GetDefaultSongOptions( so );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_FailType = SongOptions::FAIL_OFF );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_FailType, SongOptions::FAIL_OFF );
GAMESTATE->m_bDemonstrationOrJukebox = true;
+3 -3
View File
@@ -114,8 +114,8 @@ void ScreenNameEntry::Init()
// reset Player and Song Options
{
FOREACH_PlayerNumber( p )
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = PlayerOptions() );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = SongOptions() );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
MODS_GROUP_CALL( GAMESTATE->m_SongOptions, ModsLevel_Stage, Init );
}
vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
@@ -167,7 +167,7 @@ void ScreenNameEntry::Init()
// remove modifiers that may have been on the last song
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
+3 -3
View File
@@ -101,7 +101,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
// apply the game default mods, but not the Profile saved mods
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = po );
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
MESSAGEMAN->Broadcast( ssprintf("CancelAllP%i", pn+1) );
@@ -158,7 +158,7 @@ void ScreenPlayerOptions::UpdateDisqualified( int row, PlayerNumber pn )
// Find out if the current row when exprorted causes disqualification.
// Exporting the row will fill GAMESTATE->m_PlayerOptions.
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = PlayerOptions() );
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, Init );
vector<PlayerNumber> v;
v.push_back( pn );
ExportOptions( row, v );
@@ -178,7 +178,7 @@ void ScreenPlayerOptions::UpdateDisqualified( int row, PlayerNumber pn )
m_sprDisqualify[pn]->SetHidden( !bDisqualified );
// restore previous player options in case the user escapes back after this
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = poOrig );
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, poOrig );
}
// lua start
+2 -2
View File
@@ -1170,8 +1170,8 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
// apply #LIVES
if( pCourse->m_iLives != -1 )
{
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_iBatteryLives = pCourse->m_iLives );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
}
m_bMadeChoice = true;