Ripped out existing PlayerOptions Lua interface and replaced it wholesale. Removed PrefsManager's DefaultFailType enum. Moved PlayerOptions::FailType enum to GameConstantsAndTypes and made it Lua accessible. Changed ModsLevel enum to include ModsLevel_Current to make accessing that ModsLevel easier to access. Rearranged ModsGroup appropriately. Added non-const Get functions to ModsGroup. Removed PlayerOptions.m_bSetTiltOrSkew because it had no reason to exist. Moved 200.0f to the const CMOD_DEFAULT because it was being used in more than one place.

This commit is contained in:
Kyzentun
2014-05-01 23:23:20 -06:00
parent 7f3d22e92f
commit 421a9be57b
19 changed files with 804 additions and 1055 deletions
+13 -13
View File
@@ -1085,7 +1085,7 @@ void ScreenGameplay::LoadNextSong()
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
{
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, PlayerOptions::FAIL_IMMEDIATE );
PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate );
}
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
@@ -1579,7 +1579,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
HealthState &hs = pi->GetPlayerState()->m_HealthState;
HealthState OldHealthState = hs;
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
{
hs = HealthState_Dead;
@@ -1588,7 +1588,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
hs = HealthState_Hot;
}
else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
{
hs = HealthState_Danger;
@@ -1633,10 +1633,10 @@ void ScreenGameplay::Update( float fDeltaTime )
{
PlayerNumber pn = pi->GetStepsAndTrailIndex();
PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
if( ft == PlayerOptions::FAIL_OFF || ft == PlayerOptions::FAIL_AT_END )
if( ft == FailType_Off || ft == FailType_EndOfSong )
continue;
// check for individual fail
@@ -1663,7 +1663,7 @@ void ScreenGameplay::Update( float fDeltaTime )
default:
break;
}
if( bAllowOniDie && ft == PlayerOptions::FAIL_IMMEDIATE )
if( bAllowOniDie && ft == FailType_Immediate )
{
if( !STATSMAN->m_CurStageStats.AllFailed() ) // if not the last one to fail
{
@@ -1681,18 +1681,18 @@ void ScreenGameplay::Update( float fDeltaTime )
bool bAllFailed = true;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
switch( ft )
{
case PlayerOptions::FAIL_IMMEDIATE:
case FailType_Immediate:
if( pi->m_pLifeMeter == NULL || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
bAllFailed = false;
break;
case PlayerOptions::FAIL_IMMEDIATE_CONTINUE:
case PlayerOptions::FAIL_AT_END:
case FailType_ImmediateContinue:
case FailType_EndOfSong:
bAllFailed = false; // wait until the end of the song to fail.
break;
case PlayerOptions::FAIL_OFF:
case FailType_Off:
bAllFailed = false; // never fail.
break;
default:
@@ -1812,7 +1812,7 @@ void ScreenGameplay::Update( float fDeltaTime )
bool bAllHumanHaveBigMissCombo = true;
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == PlayerOptions::FAIL_OFF ||
if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == FailType_Off ||
pi->GetPlayerState()->m_HealthState < HealthState_Dead )
{
bAllHumanHaveBigMissCombo = false;
@@ -2434,7 +2434,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
// Mark failure.
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
pi->GetPlayerStageStats()->m_bFailed = true;