moved some things around in preparation for new game types

This commit is contained in:
Chris Danford
2002-03-19 07:09:49 +00:00
parent 353fd47f85
commit 4acf0389d2
42 changed files with 833 additions and 622 deletions
+51 -52
View File
@@ -12,6 +12,7 @@
#include "PrefsManager.h"
#include "IniFile.h"
#include "GameManager.h"
PrefsManager* PREFS = NULL; // global and accessable from anywhere in our program
@@ -21,10 +22,8 @@ PrefsManager* PREFS = NULL; // global and accessable from anywhere in our progra
PrefsManager::PrefsManager()
{
m_GameMode = MODE_SINGLE;
m_SongSortOrder = SORT_GROUP;
m_iCurrentStage = 1;
m_ThemeName = "default";
ReadPrefsFromDisk();
SetHardCodedButtons();
@@ -275,27 +274,27 @@ bool PrefsManager::PadToDevice( PadInput pi, int iSoltNum, DeviceInput& di ) //
void PrefsManager::PadToPlayer( PadInput PadI, PlayerInput &PlayerI )
{
PlayerI.player_no = PLAYER_NONE;
PlayerI.step = STEP_NONE;
PlayerI.note = NOTE_NONE;
switch( m_GameMode )
switch( GAME->m_DanceStyle )
{
case MODE_SINGLE:
case MODE_SOLO:
case STYLE_SINGLE:
case STYLE_SOLO:
if( PadI.pad_no == PAD_1 )
PlayerI.player_no = PLAYER_1;
else
PlayerI.player_no = PLAYER_NONE;
if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD1_LEFT;
if ( PadI.button == BUTTON_UPLEFT ) PlayerI.step |= STEP_PAD1_UPLEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD1_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD1_UP;
if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.step |= STEP_PAD1_UPRIGHT;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD1_RIGHT;
if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD1_LEFT;
if ( PadI.button == BUTTON_UPLEFT ) PlayerI.note |= NOTE_PAD1_UPLEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD1_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD1_UP;
if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.note |= NOTE_PAD1_UPRIGHT;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD1_RIGHT;
break;
case MODE_VERSUS:
case MODE_COUPLE:
case STYLE_VERSUS:
case STYLE_COUPLE:
if( PadI.pad_no == PAD_1 )
PlayerI.player_no = PLAYER_1;
else if( PadI.pad_no == PAD_2 )
@@ -303,31 +302,31 @@ void PrefsManager::PadToPlayer( PadInput PadI, PlayerInput &PlayerI )
else
PlayerI.player_no = PLAYER_NONE;
if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD1_LEFT;
if ( PadI.button == BUTTON_UPLEFT ) PlayerI.step |= STEP_PAD1_UPLEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD1_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD1_UP;
if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.step |= STEP_PAD1_UPRIGHT;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD1_RIGHT;
if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD1_LEFT;
if ( PadI.button == BUTTON_UPLEFT ) PlayerI.note |= NOTE_PAD1_UPLEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD1_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD1_UP;
if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.note |= NOTE_PAD1_UPRIGHT;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD1_RIGHT;
break;
case MODE_DOUBLE:
case STYLE_DOUBLE:
switch( PadI.pad_no )
{
case PAD_1:
PlayerI.player_no = PLAYER_1;
if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD1_LEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD1_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD1_UP;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD1_RIGHT;
if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD1_LEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD1_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD1_UP;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD1_RIGHT;
break;
case PAD_2:
PlayerI.player_no = PLAYER_1;
if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD2_LEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD2_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD2_UP;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD2_RIGHT;
if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD2_LEFT;
if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD2_DOWN;
if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD2_UP;
if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD2_RIGHT;
break;
case PAD_NONE:
PlayerI.player_no = PLAYER_NONE;
@@ -336,7 +335,7 @@ void PrefsManager::PadToPlayer( PadInput PadI, PlayerInput &PlayerI )
break;
default:
ASSERT( false ); // invalid GameMode
ASSERT( false ); // invalid DanceStyle
}
}
@@ -345,38 +344,38 @@ void PrefsManager::PlayerToPad( PlayerInput PlayerI, PadInput &PadI )
PadI.pad_no = PAD_NONE;
PadI.button = BUTTON_NONE;
switch( m_GameMode )
switch( GAME->m_DanceStyle )
{
case MODE_SINGLE:
case MODE_SOLO:
case MODE_VERSUS:
case MODE_COUPLE:
case STYLE_SINGLE:
case STYLE_SOLO:
case STYLE_VERSUS:
case STYLE_COUPLE:
PadI.pad_no = (PadNumber)PlayerI.player_no;
if ( PlayerI.step == STEP_PAD1_LEFT ) PadI.button = BUTTON_LEFT;
if ( PlayerI.step == STEP_PAD1_UPLEFT ) PadI.button = BUTTON_UPLEFT;
if ( PlayerI.step == STEP_PAD1_DOWN ) PadI.button = BUTTON_DOWN;
if ( PlayerI.step == STEP_PAD1_UP ) PadI.button = BUTTON_UP;
if ( PlayerI.step == STEP_PAD1_UPRIGHT ) PadI.button = BUTTON_UPRIGHT;
if ( PlayerI.step == STEP_PAD1_RIGHT ) PadI.button = BUTTON_RIGHT;
if ( PlayerI.note == NOTE_PAD1_LEFT ) PadI.button = BUTTON_LEFT;
if ( PlayerI.note == NOTE_PAD1_UPLEFT ) PadI.button = BUTTON_UPLEFT;
if ( PlayerI.note == NOTE_PAD1_DOWN ) PadI.button = BUTTON_DOWN;
if ( PlayerI.note == NOTE_PAD1_UP ) PadI.button = BUTTON_UP;
if ( PlayerI.note == NOTE_PAD1_UPRIGHT ) PadI.button = BUTTON_UPRIGHT;
if ( PlayerI.note == NOTE_PAD1_RIGHT ) PadI.button = BUTTON_RIGHT;
break;
case MODE_DOUBLE:
switch( PlayerI.step )
case STYLE_DOUBLE:
switch( PlayerI.note )
{
case STEP_PAD1_LEFT: PadI.pad_no = PAD_1; PadI.button = BUTTON_LEFT; break;
case STEP_PAD1_DOWN: PadI.pad_no = PAD_1; PadI.button = BUTTON_DOWN; break;
case STEP_PAD1_UP: PadI.pad_no = PAD_1; PadI.button = BUTTON_UP; break;
case STEP_PAD1_RIGHT: PadI.pad_no = PAD_1; PadI.button = BUTTON_RIGHT; break;
case STEP_PAD2_LEFT: PadI.pad_no = PAD_2; PadI.button = BUTTON_LEFT; break;
case STEP_PAD2_DOWN: PadI.pad_no = PAD_2; PadI.button = BUTTON_DOWN; break;
case STEP_PAD2_UP: PadI.pad_no = PAD_2; PadI.button = BUTTON_UP; break;
case STEP_PAD2_RIGHT: PadI.pad_no = PAD_2; PadI.button = BUTTON_RIGHT; break;
case NOTE_PAD1_LEFT: PadI.pad_no = PAD_1; PadI.button = BUTTON_LEFT; break;
case NOTE_PAD1_DOWN: PadI.pad_no = PAD_1; PadI.button = BUTTON_DOWN; break;
case NOTE_PAD1_UP: PadI.pad_no = PAD_1; PadI.button = BUTTON_UP; break;
case NOTE_PAD1_RIGHT: PadI.pad_no = PAD_1; PadI.button = BUTTON_RIGHT; break;
case NOTE_PAD2_LEFT: PadI.pad_no = PAD_2; PadI.button = BUTTON_LEFT; break;
case NOTE_PAD2_DOWN: PadI.pad_no = PAD_2; PadI.button = BUTTON_DOWN; break;
case NOTE_PAD2_UP: PadI.pad_no = PAD_2; PadI.button = BUTTON_UP; break;
case NOTE_PAD2_RIGHT: PadI.pad_no = PAD_2; PadI.button = BUTTON_RIGHT; break;
}
break;
default:
ASSERT( false ); // invalid GameMode
ASSERT( false ); // invalid DanceStyle
}
}