name cleanup: StyleDef -> Style

This commit is contained in:
Chris Danford
2004-06-28 07:26:00 +00:00
parent 1296cd775d
commit 5544445ad0
80 changed files with 350 additions and 353 deletions
+12 -12
View File
@@ -114,7 +114,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
/* Ensure that this is up-to-date. */
GAMESTATE->m_pPosition->Load(pn);
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
const Style* pStyle = GAMESTATE->GetCurrentStyle();
// init scoring
NoteDataWithScoring::Init();
@@ -140,7 +140,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
// m_pScore->Init( pn );
/* Apply transforms. */
NoteDataUtil::TransformNoteData( *this, GAMESTATE->m_PlayerOptions[pn], GAMESTATE->GetCurrentStyleDef()->m_StepsType );
NoteDataUtil::TransformNoteData( *this, GAMESTATE->m_PlayerOptions[pn], GAMESTATE->GetCurrentStyle()->m_StepsType );
switch( GAMESTATE->m_PlayMode )
{
@@ -148,7 +148,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
case PLAY_MODE_BATTLE:
{
// ugly, ugly, ugly. Works only w/ dance.
NoteDataUtil::TransformNoteData( *this, GAMESTATE->m_PlayerOptions[pn], GAMESTATE->GetCurrentStyleDef()->m_StepsType );
NoteDataUtil::TransformNoteData( *this, GAMESTATE->m_PlayerOptions[pn], GAMESTATE->GetCurrentStyle()->m_StepsType );
// shuffle either p1 or p2
static int count = 0;
@@ -186,7 +186,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
m_ArrowBackdrop.SetPlayer( pn );
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==Style::ONE_PLAYER_TWO_CREDITS;
m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
m_AttackDisplay.SetX( ATTACK_DISPLAY_X(m_PlayerNumber,bPlayerUsingBothSides) );
@@ -203,7 +203,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
m_AttackDisplay.Command( g_NoteFieldMode[pn].m_AttackDisplayCmd );
int c;
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
for( c=0; c<pStyle->m_iColsPerPlayer; c++ )
{
NoteFieldMode &mode = g_NoteFieldMode[pn];
m_HoldJudgment[c].Command( mode.m_HoldJudgmentCmd[c] );
@@ -260,7 +260,7 @@ void PlayerMinus::Update( float fDeltaTime )
// Update Y positions
//
{
for( int c=0; c<GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; c++ )
for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ )
{
float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(c);
float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
@@ -296,13 +296,13 @@ void PlayerMinus::Update( float fDeltaTime )
//
// update pressed flag
//
const int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer;
const int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
ASSERT_M( iNumCols < MAX_COLS_PER_PLAYER, ssprintf("%i >= %i", iNumCols, MAX_COLS_PER_PLAYER) );
for( int col=0; col < iNumCols; ++col )
{
CHECKPOINT_M( ssprintf("%i %i", col, iNumCols) );
const StyleInput StyleI( m_PlayerNumber, col );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
// TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && GAMESTATE->m_PlayerController[m_PlayerNumber]==PC_HUMAN )
@@ -327,7 +327,7 @@ void PlayerMinus::Update( float fDeltaTime )
continue; // hold hasn't happened yet
const StyleInput StyleI( m_PlayerNumber, hn.iTrack );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = GetTapNoteScore( hn.iTrack, hn.iStartRow );
@@ -475,7 +475,7 @@ void PlayerMinus::ApplyWaitingTransforms()
if( po.m_sNoteSkin != "" )
GAMESTATE->SetNoteSkinForBeatRange( m_PlayerNumber, po.m_sNoteSkin, fStartBeat, fEndBeat );
NoteDataUtil::TransformNoteData( *this, po, GAMESTATE->GetCurrentStyleDef()->m_StepsType, fStartBeat, fEndBeat );
NoteDataUtil::TransformNoteData( *this, po, GAMESTATE->GetCurrentStyle()->m_StepsType, fStartBeat, fEndBeat );
m_pNoteField->CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat) );
}
GAMESTATE->m_ModsToApply[m_PlayerNumber].clear();
@@ -484,7 +484,7 @@ void PlayerMinus::ApplyWaitingTransforms()
void PlayerMinus::DrawPrimitives()
{
// May have both players in doubles (for battle play); only draw primary player.
if( GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS &&
if( GAMESTATE->GetCurrentStyle()->m_StyleType == Style::ONE_PLAYER_TWO_CREDITS &&
m_PlayerNumber != GAMESTATE->m_MasterPlayerNumber )
return;
@@ -1055,7 +1055,7 @@ void PlayerMinus::CrossedMineRow( int iNoteRow )
if( GetTapNote(t,iNoteRow) == TAP_MINE )
{
const StyleInput StyleI( m_PlayerNumber, t );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );