style cleanup:

use bool instead of a bit field
DontAutogen -> AllowAutogen (don't use negatives in names)
This commit is contained in:
Chris Danford
2007-02-22 07:06:21 +00:00
parent 491ab6eaf5
commit 23851388b9
+37 -43
View File
@@ -48,48 +48,42 @@ const int TECHNO_VERSUS_COL_SPACING = 33;
const int POPN5_COL_SPACING = 32;
const int POPN9_COL_SPACING = 32;
enum
{
ST_FLAGS_NONE = 0,
ST_FLAGS_DONT_AUTOGEN = 1 << 0
};
static struct
{
char *name;
int NumTracks;
uint32_t flags;
char *szName;
int iNumTracks;
bool bAllowAutogen;
} const g_StepsTypes[NUM_StepsType] = {
{ "dance-single", 4, ST_FLAGS_NONE },
{ "dance-double", 8, ST_FLAGS_NONE },
{ "dance-couple", 8, ST_FLAGS_NONE },
{ "dance-solo", 6, ST_FLAGS_NONE },
{ "dance-routine", 8, ST_FLAGS_DONT_AUTOGEN },
{ "pump-single", 5, ST_FLAGS_NONE },
{ "pump-halfdouble", 6, ST_FLAGS_NONE },
{ "pump-double", 10, ST_FLAGS_NONE },
{ "pump-couple", 10, ST_FLAGS_NONE },
{ "ez2-single", 5, ST_FLAGS_NONE }, // Single: TL,LHH,D,RHH,TR
{ "ez2-double", 10, ST_FLAGS_NONE }, // Double: Single x2
{ "ez2-real", 7, ST_FLAGS_NONE }, // Real: TL,LHH,LHL,D,RHL,RHH,TR
{ "para-single", 5, ST_FLAGS_NONE },
{ "para-versus", 10, ST_FLAGS_NONE },
{ "ds3ddx-single", 8, ST_FLAGS_NONE },
{ "bm-single5", 6, ST_FLAGS_NONE }, // called "bm" for backward compat
{ "bm-double5", 12, ST_FLAGS_NONE }, // called "bm" for backward compat
{ "bm-single7", 8, ST_FLAGS_NONE }, // called "bm" for backward compat
{ "bm-double7", 16, ST_FLAGS_NONE }, // called "bm" for backward compat
{ "maniax-single", 4, ST_FLAGS_NONE },
{ "maniax-double", 8, ST_FLAGS_NONE },
{ "techno-single4", 4, ST_FLAGS_NONE },
{ "techno-single5", 5, ST_FLAGS_NONE },
{ "techno-single8", 8, ST_FLAGS_NONE },
{ "techno-double4", 8, ST_FLAGS_NONE },
{ "techno-double5", 10, ST_FLAGS_NONE },
{ "pnm-five", 5, ST_FLAGS_NONE }, // called "pnm" for backward compat
{ "pnm-nine", 9, ST_FLAGS_NONE }, // called "pnm" for backward compat
{ "guitar-five", 5, ST_FLAGS_NONE },
{ "lights-cabinet", NUM_CabinetLight, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
{ "dance-single", 4, true },
{ "dance-double", 8, true },
{ "dance-couple", 8, true },
{ "dance-solo", 6, true },
{ "dance-routine", 8, false },
{ "pump-single", 5, true },
{ "pump-halfdouble", 6, true },
{ "pump-double", 10, true },
{ "pump-couple", 10, true },
{ "ez2-single", 5, true }, // Single: TL,LHH,D,RHH,TR
{ "ez2-double", 10, true }, // Double: Single x2
{ "ez2-real", 7, true }, // Real: TL,LHH,LHL,D,RHL,RHH,TR
{ "para-single", 5, true },
{ "para-versus", 10, true },
{ "ds3ddx-single", 8, true },
{ "bm-single5", 6, true }, // called "bm" for backward compat
{ "bm-double5", 12, true }, // called "bm" for backward compat
{ "bm-single7", 8, true }, // called "bm" for backward compat
{ "bm-double7", 16, true }, // called "bm" for backward compat
{ "maniax-single", 4, true },
{ "maniax-double", 8, true },
{ "techno-single4", 4, true },
{ "techno-single5", 5, true },
{ "techno-single8", 8, true },
{ "techno-double4", 8, true },
{ "techno-double5", 10, true },
{ "pnm-five", 5, true }, // called "pnm" for backward compat
{ "pnm-nine", 9, true }, // called "pnm" for backward compat
{ "guitar-five", 5, true },
{ "lights-cabinet", NUM_CabinetLight, false }, // XXX disable lights autogen for now
};
@@ -2395,13 +2389,13 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
int GameManager::StepsTypeToNumTracks( StepsType st )
{
ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
return g_StepsTypes[st].NumTracks;
return g_StepsTypes[st].iNumTracks;
}
bool GameManager::CanAutoGenStepsType( StepsType st )
{
ASSERT_M( st < NUM_StepsType, ssprintf("%d", st) );
return !(g_StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
return g_StepsTypes[st].bAllowAutogen;
}
StepsType GameManager::StringToStepsType( RString sStepsType )
@@ -2417,7 +2411,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
sStepsType = "para-single";
for( int i=0; i<NUM_StepsType; i++ )
if( g_StepsTypes[i].name == sStepsType )
if( g_StepsTypes[i].szName == sStepsType )
return StepsType(i);
// invalid StepsType
@@ -2428,7 +2422,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
RString GameManager::StepsTypeToString( StepsType st )
{
ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
return g_StepsTypes[st].name;
return g_StepsTypes[st].szName;
}
RString GameManager::StepsTypeToLocalizedString( StepsType st )