const fixes

use "this->foo" in GAMESTATE, not "GAMESTATE->foo", or it'll
circumvent const
This commit is contained in:
Glenn Maynard
2004-02-07 22:14:36 +00:00
parent 8de7ef8496
commit 5458f9d9dc
2 changed files with 55 additions and 54 deletions
+45 -45
View File
@@ -103,7 +103,7 @@ void GameState::Reset()
m_BeatToNoteSkinRev = 0;
m_iNumStagesOfThisSong = 0;
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_CurGame );
NOTESKIN->RefreshNoteSkinData( this->m_CurGame );
m_iGameSeed = rand();
m_iRoundSeed = rand();
@@ -414,7 +414,7 @@ float GameState::GetSongPercent( float beat ) const
void GameState::BeginStage()
{
if( m_pCurSong )
m_iNumStagesOfThisSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
m_iNumStagesOfThisSong = SongManager::GetNumStagesForSong( this->m_pCurSong );
else if( m_pCurCourse )
m_iNumStagesOfThisSong = 1;
else
@@ -422,7 +422,7 @@ void GameState::BeginStage()
ASSERT( m_iNumStagesOfThisSong >= 1 && m_iNumStagesOfThisSong <= 3 );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
if( this->IsExtraStage() || this->IsExtraStage2() )
{
/* If it's an extra stage, always increment by one. This is because in some
* unusual cases we can pick a long or marathon song as an extra stage. The
@@ -535,7 +535,7 @@ int GameState::GetCourseSongIndex() const
bool GameState::PlayersCanJoin() const
{
return GetNumSidesJoined() == 0 || GAMESTATE->m_CurStyle == STYLE_INVALID;
return GetNumSidesJoined() == 0 || this->m_CurStyle == STYLE_INVALID;
}
int GameState::GetNumSidesJoined() const
@@ -641,7 +641,7 @@ bool GameState::IsCourseMode() const
bool GameState::IsBattleMode() const
{
switch( GAMESTATE->m_PlayMode )
switch( this->m_PlayMode )
{
case PLAY_MODE_BATTLE:
return true;
@@ -650,7 +650,7 @@ bool GameState::IsBattleMode() const
}
}
bool GameState::HasEarnedExtraStage()
bool GameState::HasEarnedExtraStage() const
{
if( PREFSMAN->m_bEventMode )
return false;
@@ -658,23 +658,23 @@ bool GameState::HasEarnedExtraStage()
if( !PREFSMAN->m_bAllowExtraStage )
return false;
if( GAMESTATE->m_PlayMode != PLAY_MODE_ARCADE )
if( this->m_PlayMode != PLAY_MODE_ARCADE )
return false;
if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) )
if( (this->IsFinalStage() || this->IsExtraStage()) )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
if( !this->IsPlayerEnabled(p) )
continue; // skip
if( GAMESTATE->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_HARD &&
GAMESTATE->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_CHALLENGE )
if( this->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_HARD &&
this->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_CHALLENGE )
continue; /* not hard enough! */
/* If "choose EX" is enabled, then we should only grant EX2 if the chosen
* stage was the EX we would have chosen (m_bAllow2ndExtraStage is true). */
if( PREFSMAN->m_bPickExtraStage && GAMESTATE->IsExtraStage() && !GAMESTATE->m_bAllow2ndExtraStage )
if( PREFSMAN->m_bPickExtraStage && this->IsExtraStage() && !this->m_bAllow2ndExtraStage )
continue;
if( g_CurStageStats.GetGrade((PlayerNumber)p) <= GRADE_TIER_2 )
@@ -684,7 +684,7 @@ bool GameState::HasEarnedExtraStage()
return false;
}
PlayerNumber GameState::GetBestPlayer()
PlayerNumber GameState::GetBestPlayer() const
{
for( int p=PLAYER_1; p<NUM_PLAYERS; p++ )
if( GetStageResult( (PlayerNumber)p ) == RESULT_WIN )
@@ -692,9 +692,9 @@ PlayerNumber GameState::GetBestPlayer()
return PLAYER_INVALID; // draw
}
StageResult GameState::GetStageResult( PlayerNumber pn )
StageResult GameState::GetStageResult( PlayerNumber pn ) const
{
switch( GAMESTATE->m_PlayMode )
switch( this->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
@@ -771,13 +771,13 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
{
const SongOptions::FailType ft = GAMESTATE->m_SongOptions.m_FailType;
const SongOptions::FailType ft = this->m_SongOptions.m_FailType;
m_PlayerOptions[pn].FromString( sModifiers );
m_SongOptions.FromString( sModifiers );
if( ft != GAMESTATE->m_SongOptions.m_FailType )
GAMESTATE->m_bChangedFailType = true;
if( ft != this->m_SongOptions.m_FailType )
this->m_bChangedFailType = true;
}
/* Store the player's preferred options. This is called at the very beginning
@@ -785,7 +785,7 @@ void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
void GameState::StoreSelectedOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_StoredPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
this->m_StoredPlayerOptions[p] = this->m_PlayerOptions[p];
m_StoredSongOptions = m_SongOptions;
}
@@ -796,7 +796,7 @@ void GameState::StoreSelectedOptions()
void GameState::RestoreSelectedOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_PlayerOptions[p] = GAMESTATE->m_StoredPlayerOptions[p];
this->m_PlayerOptions[p] = this->m_StoredPlayerOptions[p];
m_SongOptions = m_StoredSongOptions;
}
@@ -811,7 +811,7 @@ void GameState::ResetNoteSkins()
void GameState::ResetNoteSkinsForPlayer( PlayerNumber pn )
{
m_BeatToNoteSkin[pn].clear();
m_BeatToNoteSkin[pn][-1000] = GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin;
m_BeatToNoteSkin[pn][-1000] = this->m_PlayerOptions[pn].m_sNoteSkin;
++m_BeatToNoteSkinRev;
}
@@ -820,15 +820,15 @@ void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
{
for( int pn=0; pn<NUM_PLAYERS; ++pn )
{
out.push_back( GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin );
out.push_back( this->m_PlayerOptions[pn].m_sNoteSkin );
switch( GAMESTATE->m_PlayMode )
switch( this->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
for( int al=0; al<NUM_ATTACK_LEVELS; al++ )
{
const Character *ch = GAMESTATE->m_pCurCharacters[pn];
const Character *ch = this->m_pCurCharacters[pn];
ASSERT( ch );
const CString* asAttacks = ch->m_sAttacks[al];
for( int att = 0; att < NUM_ATTACKS_PER_LEVEL; ++att )
@@ -849,7 +849,7 @@ void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
/* From NoteField: */
void GameState::GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat )
void GameState::GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat ) const
{
/* If reasonable, push the attack forward so notes on screen don't change suddenly. */
StartBeat = min( this->m_fSongBeat+BEATS_PER_MEASURE*2, m_fLastDrawnBeat[pn] );
@@ -902,10 +902,10 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
* knows to apply attack transforms correctly. (yuck) */
m_ModsToApply[target].push_back( a );
if( a.fStartSecond == -1 )
a.fStartSecond = GAMESTATE->m_fMusicSeconds;
a.fStartSecond = this->m_fMusicSeconds;
m_ActiveAttacks[target].push_back( a );
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( target );
this->RebuildPlayerOptionsFromActiveAttacks( target );
}
void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
@@ -962,7 +962,7 @@ void GameState::RemoveAllActiveAttacks() // called on end of song
RemoveActiveAttacksForPlayer( (PlayerNumber)p );
}
int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn )
int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn ) const
{
int iSum = 0;
@@ -996,34 +996,34 @@ void GameState::AdjustFailType()
return;
/* If the player changed the fail mode explicitly, leave it alone. */
if( GAMESTATE->m_bChangedFailType )
if( this->m_bChangedFailType )
return;
/* Find the easiest difficulty notes selected by either player. */
Difficulty dc = DIFFICULTY_INVALID;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
if( !this->IsHumanPlayer(p) )
continue; // skip
dc = min(dc, GAMESTATE->m_pCurNotes[p]->GetDifficulty());
dc = min(dc, this->m_pCurNotes[p]->GetDifficulty());
}
/* Reset the fail type to the default. */
SongOptions so;
so.FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_SongOptions.m_FailType = so.m_FailType;
this->m_SongOptions.m_FailType = so.m_FailType;
/* Easy and beginner are never harder than FAIL_END_OF_SONG. */
if(dc <= DIFFICULTY_EASY)
setmax(GAMESTATE->m_SongOptions.m_FailType, SongOptions::FAIL_END_OF_SONG);
setmax(this->m_SongOptions.m_FailType, SongOptions::FAIL_END_OF_SONG);
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely--always give a second try. */
if(dc == DIFFICULTY_BEGINNER &&
!PREFSMAN->m_bEventMode && /* stage index is meaningless in event mode */
GAMESTATE->m_iCurrentStageIndex == 0)
setmax(GAMESTATE->m_SongOptions.m_FailType, SongOptions::FAIL_OFF);
this->m_iCurrentStageIndex == 0)
setmax(this->m_SongOptions.m_FailType, SongOptions::FAIL_OFF);
}
bool GameState::ShowMarvelous() const
@@ -1076,20 +1076,20 @@ struct SongAndSteps
bool operator<( const SongAndSteps& other ) const { return pSong<=other.pSong && pSteps<=other.pSteps; }
};
void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsOut )
void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsOut ) const
{
if( !IsHumanPlayer(pn) )
return;
CHECKPOINT_M(ssprintf("PlayMode %i",GAMESTATE->m_PlayMode));
switch( GAMESTATE->m_PlayMode )
CHECKPOINT_M(ssprintf("PlayMode %i",this->m_PlayMode));
switch( this->m_PlayMode )
{
case PLAY_MODE_ARCADE:
{
CHECKPOINT;
unsigned i, j;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
StepsType nt = this->GetCurrentStyleDef()->m_StepsType;
//
// Find unique Song and Steps combinations that were played.
@@ -1222,8 +1222,8 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsO
case PLAY_MODE_ENDLESS:
{
CHECKPOINT;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
Course* pCourse = GAMESTATE->m_pCurCourse;
StepsType nt = this->GetCurrentStyleDef()->m_StepsType;
Course* pCourse = this->m_pCurCourse;
ASSERT( pCourse );
// Find Machine Records
@@ -1313,7 +1313,7 @@ void GameState::StoreRankingName( PlayerNumber pn, CString name )
bool GameState::AllAreInDangerOrWorse() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( this->IsPlayerEnabled(p) )
if( m_HealthState[p] < DANGER )
return false;
return true;
@@ -1322,7 +1322,7 @@ bool GameState::AllAreInDangerOrWorse() const
bool GameState::AllAreDead() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( this->IsPlayerEnabled(p) )
if( m_HealthState[p] < DEAD )
return false;
return true;
@@ -1331,7 +1331,7 @@ bool GameState::AllAreDead() const
bool GameState::OneIsHot() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
if( this->IsPlayerEnabled(PlayerNumber(p)) )
if( m_HealthState[p] == HOT )
return true;
return false;
@@ -1351,7 +1351,7 @@ bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
if( diff < 0 || diff >= NUM_COURSE_DIFFICULTIES )
return false;
GAMESTATE->m_CourseDifficulty[pn] = diff;
this->m_CourseDifficulty[pn] = diff;
if( PREFSMAN->m_bLockCourseDifficulties )
for( int p = 0; p < NUM_PLAYERS; ++p )
m_CourseDifficulty[p] = m_CourseDifficulty[pn];
+10 -9
View File
@@ -181,15 +181,15 @@ public:
bool m_bAttackBeganThisUpdate[NUM_PLAYERS]; // flag for other objects to watch (play sounds)
bool m_bAttackEndedThisUpdate[NUM_PLAYERS]; // flag for other objects to watch (play sounds)
void GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat ); // only meaningful when a NoteField is in use
void GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat ) const; // only meaningful when a NoteField is in use
void LaunchAttack( PlayerNumber target, Attack aa );
void RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn );
void RemoveAllActiveAttacks(); // called on end of song
void RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al=NUM_ATTACK_LEVELS /*all*/ );
void RemoveAllInventory();
int GetSumOfActiveAttackLevels( PlayerNumber pn );
PlayerNumber GetBestPlayer();
StageResult GetStageResult( PlayerNumber pn );
int GetSumOfActiveAttackLevels( PlayerNumber pn ) const;
PlayerNumber GetBestPlayer() const;
StageResult GetStageResult( PlayerNumber pn ) const;
void ResetStageStatistics(); // Call this when it's time to play a new stage.
void GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ) const; // shown on arcade final evaluation
@@ -212,9 +212,10 @@ public:
void AdjustFailType();
// character stuff
private:
vector<Character*> m_pCharacters;
public:
private:
vector<Character*> m_pCharacters;
public:
Character* m_pCurCharacters[NUM_PLAYERS];
void ReloadCharacters();
@@ -222,7 +223,7 @@ public:
bool HasEarnedExtraStage();
bool HasEarnedExtraStage() const;
bool m_bAllow2ndExtraStage; //only used when "Allow Selection of Extra Stage is on"
@@ -241,7 +242,7 @@ public:
CString *pStringToFill;
};
void GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsOut );
void GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsOut ) const;
void StoreRankingName( PlayerNumber pn, CString name ); // Called by name entry screens
vector<CString*> m_vpsNamesThatWereFilled; // filled on StoreRankingName,