Add m_ to StageStats and PlayerStageStats members. There are several methods of these classes with local variable names that are similar to the member names. m_ helps distinguish between those two types.

This commit is contained in:
Chris Danford
2006-11-14 11:13:21 +00:00
parent c86c218522
commit 2f7ac6aa3c
33 changed files with 552 additions and 543 deletions
+14 -14
View File
@@ -506,7 +506,7 @@ void GameState::BeginStage()
m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, m_pPlayerState[p]->m_PlayerOptions.GetPreferred() );
m_SongOptions.Assign( ModsLevel_Stage, m_SongOptions.GetPreferred() );
}
STATSMAN->m_CurStageStats.fMusicRate = m_SongOptions.GetSong().m_fMusicRate;
STATSMAN->m_CurStageStats.m_fMusicRate = m_SongOptions.GetSong().m_fMusicRate;
m_iNumStagesOfThisSong = GetNumStagesForCurrentSong();
ASSERT( m_iNumStagesOfThisSong != -1 );
}
@@ -634,14 +634,14 @@ void GameState::ResetStageStatistics()
FOREACH_PlayerNumber( p )
{
Profile* pProfile = PROFILEMAN->GetProfile(p);
STATSMAN->m_CurStageStats.m_player[p].iCurCombo = pProfile->m_iCurrentCombo;
STATSMAN->m_CurStageStats.m_player[p].m_iCurCombo = pProfile->m_iCurrentCombo;
}
}
else // GetStageIndex() > 0
{
FOREACH_PlayerNumber( p )
{
STATSMAN->m_CurStageStats.m_player[p].iCurCombo = OldStats.m_player[p].iCurCombo;
STATSMAN->m_CurStageStats.m_player[p].m_iCurCombo = OldStats.m_player[p].m_iCurCombo;
}
}
}
@@ -787,7 +787,7 @@ int GameState::GetCourseSongIndex() const
int iSongIndex = 0;
/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
FOREACH_EnabledPlayer( pn )
iSongIndex = max( iSongIndex, STATSMAN->m_CurStageStats.m_player[pn].iSongsPlayed-1 );
iSongIndex = max( iSongIndex, STATSMAN->m_CurStageStats.m_player[pn].m_iSongsPlayed-1 );
return iSongIndex;
}
@@ -1026,7 +1026,7 @@ bool GameState::HasEarnedExtraStage() const
ASSERT(pSong);
const StageStats &stats = STATSMAN->m_CurStageStats;
return stats.vpPlayedSongs.size() && stats.vpPlayedSongs.back() == pSong;
return stats.m_vpPlayedSongs.size() && stats.m_vpPlayedSongs.back() == pSong;
}
return true;
@@ -1063,11 +1063,11 @@ StageResult GameState::GetStageResult( PlayerNumber pn ) const
continue;
/* If anyone did just as well, at best it's a draw. */
if( STATSMAN->m_CurStageStats.m_player[p].iActualDancePoints == STATSMAN->m_CurStageStats.m_player[pn].iActualDancePoints )
if( STATSMAN->m_CurStageStats.m_player[p].m_iActualDancePoints == STATSMAN->m_CurStageStats.m_player[pn].m_iActualDancePoints )
win = RESULT_DRAW;
/* If anyone did better, we lost. */
if( STATSMAN->m_CurStageStats.m_player[p].iActualDancePoints > STATSMAN->m_CurStageStats.m_player[pn].iActualDancePoints )
if( STATSMAN->m_CurStageStats.m_player[p].m_iActualDancePoints > STATSMAN->m_CurStageStats.m_player[pn].m_iActualDancePoints )
return RESULT_LOSE;
}
return win;
@@ -1124,11 +1124,11 @@ bool GameState::IsDisqualified( PlayerNumber pn )
if( !IsHumanPlayer(pn) )
return false;
if( STATSMAN->m_CurStageStats.bGaveUp )
if( STATSMAN->m_CurStageStats.m_bGaveUp )
return true;
#ifndef DEBUG
if( STATSMAN->m_CurStageStats.bUsedAutoplay )
if( STATSMAN->m_CurStageStats.m_bUsedAutoplay )
return true;
#endif //DEBUG
@@ -1270,9 +1270,9 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
{
CHECKPOINT_M( ssprintf("%u/%i", i, (int)STATSMAN->m_vPlayedStageStats.size() ) );
SongAndSteps sas;
sas.pSong = STATSMAN->m_vPlayedStageStats[i].vpPlayedSongs[0];
sas.pSong = STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs[0];
ASSERT( sas.pSong );
sas.pSteps = STATSMAN->m_vPlayedStageStats[i].m_player[pn].vpPlayedSteps[0];
sas.pSteps = STATSMAN->m_vPlayedStageStats[i].m_player[pn].m_vpPlayedSteps[0];
ASSERT( sas.pSteps );
vSongAndSteps.push_back( sas );
}
@@ -1559,7 +1559,7 @@ bool GameState::AllAreInDangerOrWorse() const
bool GameState::AllHumanHaveComboOf30OrMoreMisses() const
{
FOREACH_HumanPlayer( p )
if( STATSMAN->m_CurStageStats.m_player[p].iCurMissCombo < 30 )
if( STATSMAN->m_CurStageStats.m_player[p].m_iCurMissCombo < 30 )
return false;
return true;
}
@@ -1751,11 +1751,11 @@ float GameState::GetGoalPercentComplete( PlayerNumber pn )
switch( pProfile->m_GoalType )
{
case GoalType_Calories:
fActual = pssAccum.fCaloriesBurned + pssCurrent.fCaloriesBurned;
fActual = pssAccum.m_fCaloriesBurned + pssCurrent.m_fCaloriesBurned;
fGoal = (float)pProfile->m_iGoalCalories;
break;
case GoalType_Time:
fActual = ssAccum.fGameplaySeconds + ssCurrent.fGameplaySeconds;
fActual = ssAccum.m_fGameplaySeconds + ssCurrent.m_fGameplaySeconds;
fGoal = (float)pProfile->m_iGoalSeconds;
break;
case GoalType_None: