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
+10 -10
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@@ -161,27 +161,27 @@ float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYOffset )
if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 ) if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 )
{ {
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
// TRICKY: Tornado is very unplayable in doubles, so use a smaller // TRICKY: Tornado is very unplayable in doubles, so use a smaller
// tornado width if there are many columns // tornado width if there are many columns
bool bWideField = pStyleDef->m_iColsPerPlayer > 4; bool bWideField = pStyle->m_iColsPerPlayer > 4;
int iTornadoWidth = bWideField ? 2 : 3; int iTornadoWidth = bWideField ? 2 : 3;
int iStartCol = iColNum - iTornadoWidth; int iStartCol = iColNum - iTornadoWidth;
int iEndCol = iColNum + iTornadoWidth; int iEndCol = iColNum + iTornadoWidth;
CLAMP( iStartCol, 0, pStyleDef->m_iColsPerPlayer-1 ); CLAMP( iStartCol, 0, pStyle->m_iColsPerPlayer-1 );
CLAMP( iEndCol, 0, pStyleDef->m_iColsPerPlayer-1 ); CLAMP( iEndCol, 0, pStyle->m_iColsPerPlayer-1 );
float fMinX = +100000; float fMinX = +100000;
float fMaxX = -100000; float fMaxX = -100000;
for( int i=iStartCol; i<=iEndCol; i++ ) for( int i=iStartCol; i<=iEndCol; i++ )
{ {
fMinX = min( fMinX, pStyleDef->m_ColumnInfo[pn][i].fXOffset ); fMinX = min( fMinX, pStyle->m_ColumnInfo[pn][i].fXOffset );
fMaxX = max( fMaxX, pStyleDef->m_ColumnInfo[pn][i].fXOffset ); fMaxX = max( fMaxX, pStyle->m_ColumnInfo[pn][i].fXOffset );
} }
const float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset; const float fRealPixelOffset = GAMESTATE->GetCurrentStyle()->m_ColumnInfo[pn][iColNum].fXOffset;
const float fPositionBetween = SCALE( fRealPixelOffset, fMinX, fMaxX, -1, 1 ); const float fPositionBetween = SCALE( fRealPixelOffset, fMinX, fMaxX, -1, 1 );
float fRads = acosf( fPositionBetween ); float fRads = acosf( fPositionBetween );
fRads += fYOffset * 6 / SCREEN_HEIGHT; fRads += fYOffset * 6 / SCREEN_HEIGHT;
@@ -196,7 +196,7 @@ float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYOffset )
if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 ) if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 )
{ {
// fPixelOffsetFromCenter *= SCALE(fEffects[PlayerOptions::EFFECT_FLIP], 0.f, 1.f, 1.f, -1.f); // fPixelOffsetFromCenter *= SCALE(fEffects[PlayerOptions::EFFECT_FLIP], 0.f, 1.f, 1.f, -1.f);
const float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset; const float fRealPixelOffset = GAMESTATE->GetCurrentStyle()->m_ColumnInfo[pn][iColNum].fXOffset;
const float fDistance = -fRealPixelOffset * 2; const float fDistance = -fRealPixelOffset * 2;
fPixelOffsetFromCenter += fDistance * fEffects[PlayerOptions::EFFECT_FLIP]; fPixelOffsetFromCenter += fDistance * fEffects[PlayerOptions::EFFECT_FLIP];
} }
@@ -419,8 +419,8 @@ bool ArrowsNeedZBuffer( PlayerNumber pn )
float ArrowGetZoom( PlayerNumber pn ) float ArrowGetZoom( PlayerNumber pn )
{ {
// FIXME: Move the zoom values into StyleDef // FIXME: Move the zoom values into Style
if( GAMESTATE->m_pCurStyleDef->m_bNeedsZoomOutWith2Players && if( GAMESTATE->m_pCurStyle->m_bNeedsZoomOutWith2Players &&
(GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) ) (GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) )
return 0.6f; return 0.6f;
return 1.0f; return 1.0f;
+2 -2
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@@ -1,11 +1,11 @@
/* ArrowEffects - Functions that return properties of arrows based on StyleDef and PlayerOptions. */ /* ArrowEffects - Functions that return properties of arrows based on Style and PlayerOptions. */
#ifndef ARROWEFFECTS_H #ifndef ARROWEFFECTS_H
#define ARROWEFFECTS_H #define ARROWEFFECTS_H
#include "GameConstantsAndTypes.h" #include "GameConstantsAndTypes.h"
#include "StyleDef.h" #include "Style.h"
// fYOffset is a vertical position in pixels relative to the center. // fYOffset is a vertical position in pixels relative to the center.
+2 -2
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@@ -6,7 +6,7 @@
#include "GameState.h" #include "GameState.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Course.h" #include "Course.h"
#include "StyleDef.h" #include "Style.h"
#define NORMAL_COLOR THEME->GetMetricC(m_sName,"NormalColor") #define NORMAL_COLOR THEME->GetMetricC(m_sName,"NormalColor")
@@ -193,7 +193,7 @@ void BPMDisplay::SetBPM( const Course* pCourse )
{ {
ASSERT( pCourse ); ASSERT( pCourse );
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Trail *pTrail = pCourse->GetTrail( st ); Trail *pTrail = pCourse->GetTrail( st );
ASSERT( pTrail ); ASSERT( pTrail );
+2 -2
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@@ -8,7 +8,7 @@
#include "RageDisplay.h" #include "RageDisplay.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Steps.h" #include "Steps.h"
#include "StyleDef.h" #include "Style.h"
// "PLAYER_X" offsets are relative to the pad.. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310 // "PLAYER_X" offsets are relative to the pad.. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310
#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%d_X",px+1)) #define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%d_X",px+1))
@@ -110,7 +110,7 @@ bool BeginnerHelper::CanUse()
if(!DoesFileExist(GetAnimPath((Animation)i))) if(!DoesFileExist(GetAnimPath((Animation)i)))
return false; return false;
return GAMESTATE->m_pCurStyleDef->m_bCanUseBeginnerHelper; return GAMESTATE->m_pCurStyle->m_bCanUseBeginnerHelper;
} }
bool BeginnerHelper::Initialize( int iDancePadType ) bool BeginnerHelper::Initialize( int iDancePadType )
+3 -3
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@@ -7,7 +7,7 @@
#include "ThemeManager.h" #include "ThemeManager.h"
#include "RageLog.h" #include "RageLog.h"
#include "GameDef.h" #include "GameDef.h"
#include "StyleDef.h" #include "Style.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "PrefsManager.h" #include "PrefsManager.h"
@@ -224,8 +224,8 @@ bool CodeDetector::EnteredModeMenu( GameController controller )
bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller ) bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
{ {
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
PlayerNumber pn = pStyleDef->ControllerToPlayerNumber( controller ); PlayerNumber pn = pStyle->ControllerToPlayerNumber( controller );
for( int c=CODE_MIRROR; c<=CODE_CANCEL_ALL; c++ ) for( int c=CODE_MIRROR; c<=CODE_CANCEL_ALL; c++ )
{ {
+2 -2
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@@ -489,8 +489,8 @@ void ConditionalBGA::CheckBgaRequirements(BgaCondInfo info)
bool foundmatchingstyle=false; bool foundmatchingstyle=false;
for(unsigned d=0;d<info.styles.size();d++) for(unsigned d=0;d<info.styles.size();d++)
{ {
//LOG->Info("info.styles = %d m_CurStyle = %d",info.styles[d],GAMESTATE->m_pCurStyleDef); //LOG->Info("info.styles = %d m_CurStyle = %d",info.styles[d],GAMESTATE->m_pCurStyle);
if(info.styles[d] == GAMESTATE->m_pCurStyleDef) if(info.styles[d] == GAMESTATE->m_pCurStyle)
{ {
foundmatchingstyle = true; foundmatchingstyle = true;
LOG->Info("Found Valid Style"); LOG->Info("Found Valid Style");
+2 -2
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@@ -4,7 +4,7 @@
#include "PlayerOptions.h" #include "PlayerOptions.h"
#include "GameConstantsAndTypes.h" #include "GameConstantsAndTypes.h"
#include "BGAnimation.h" #include "BGAnimation.h"
//#include "StyleDef.h" //#include "Style.h"
enum CBGACLEAREDSTATES enum CBGACLEAREDSTATES
{ {
@@ -30,7 +30,7 @@ struct BgaCondInfo
vector<int> songdows; vector<int> songdows;
vector<int> songmonths; vector<int> songmonths;
vector<int> grades; vector<int> grades;
vector<const StyleDef*> styles; vector<const Style*> styles;
PlayerOptions disallowedpo; PlayerOptions disallowedpo;
bool dpoused; // indicate if disallowed po has been set bool dpoused; // indicate if disallowed po has been set
}; };
+1 -1
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@@ -10,7 +10,7 @@
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Steps.h" #include "Steps.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
#include "RageTexture.h" #include "RageTexture.h"
+1 -1
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@@ -10,7 +10,7 @@
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Steps.h" #include "Steps.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
#include "ActorUtil.h" #include "ActorUtil.h"
#define SEPARATE_COURSE_METERS THEME->GetMetricB(m_sName,"SeparateCourseMeters") #define SEPARATE_COURSE_METERS THEME->GetMetricB(m_sName,"SeparateCourseMeters")
+4 -4
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@@ -6,7 +6,7 @@
#include "SongManager.h" #include "SongManager.h"
#include "XmlFile.h" #include "XmlFile.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
// //
@@ -100,14 +100,14 @@ void CourseUtil::SortCoursePointerArrayByDifficulty( vector<Course*> &apCourses
void CourseUtil::SortCoursePointerArrayByRanking( vector<Course*> &apCourses ) void CourseUtil::SortCoursePointerArrayByRanking( vector<Course*> &apCourses )
{ {
for(unsigned i=0; i<apCourses.size(); i++) for(unsigned i=0; i<apCourses.size(); i++)
apCourses[i]->UpdateCourseStats( GAMESTATE->GetCurrentStyleDef()->m_StepsType ); apCourses[i]->UpdateCourseStats( GAMESTATE->GetCurrentStyle()->m_StepsType );
sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByRanking ); sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByRanking );
} }
void CourseUtil::SortCoursePointerArrayByTotalDifficulty( vector<Course*> &apCourses ) void CourseUtil::SortCoursePointerArrayByTotalDifficulty( vector<Course*> &apCourses )
{ {
for(unsigned i=0; i<apCourses.size(); i++) for(unsigned i=0; i<apCourses.size(); i++)
apCourses[i]->UpdateCourseStats( GAMESTATE->GetCurrentStyleDef()->m_StepsType ); apCourses[i]->UpdateCourseStats( GAMESTATE->GetCurrentStyle()->m_StepsType );
sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByTotalDifficulty ); sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByTotalDifficulty );
} }
@@ -149,7 +149,7 @@ void CourseUtil::SortCoursePointerArrayByAvgDifficulty( vector<Course*> &apCours
course_sort_val.clear(); course_sort_val.clear();
for(unsigned i = 0; i < apCourses.size(); ++i) for(unsigned i = 0; i < apCourses.size(); ++i)
{ {
const Trail* pTrail = apCourses[i]->GetTrail( GAMESTATE->GetCurrentStyleDef()->m_StepsType ); const Trail* pTrail = apCourses[i]->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType );
course_sort_val[apCourses[i]] = pTrail != NULL? (float) pTrail->GetMeter(): 0.0f; course_sort_val[apCourses[i]] = pTrail != NULL? (float) pTrail->GetMeter(): 0.0f;
} }
sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByTitle ); sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByTitle );
+2 -2
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@@ -3,7 +3,7 @@
#include "GameState.h" #include "GameState.h"
#include "song.h" #include "song.h"
#include "Steps.h" #include "Steps.h"
#include "StyleDef.h" #include "Style.h"
#include "DifficultyMeter.h" #include "DifficultyMeter.h"
#include "RageLog.h" #include "RageLog.h"
#include "BitmapText.h" #include "BitmapText.h"
@@ -303,7 +303,7 @@ void DifficultyList::SetFromGameState()
else else
{ {
vector<Steps*> CurSteps; vector<Steps*> CurSteps;
song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */ /* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
StepsUtil::SortNotesArrayByDifficulty( CurSteps ); StepsUtil::SortNotesArrayByDifficulty( CurSteps );
+1 -1
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@@ -9,7 +9,7 @@
#include "Course.h" #include "Course.h"
#include "SongManager.h" #include "SongManager.h"
#include "ActorUtil.h" #include "ActorUtil.h"
#include "StyleDef.h" #include "Style.h"
#define NUM_FEET_IN_METER THEME->GetMetricI(m_sName,"NumFeetInMeter") #define NUM_FEET_IN_METER THEME->GetMetricI(m_sName,"NumFeetInMeter")
+13 -13
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@@ -3,7 +3,7 @@
#include "RageLog.h" #include "RageLog.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "IniFile.h" #include "IniFile.h"
#include "StyleDef.h" #include "Style.h"
#include "RageException.h" #include "RageException.h"
#include "GameState.h" #include "GameState.h"
#include "InputMapper.h" #include "InputMapper.h"
@@ -29,16 +29,16 @@ MenuInput GameDef::GameInputToMenuInput( GameInput GameI ) const
{ {
PlayerNumber pn; PlayerNumber pn;
StyleDef::StyleType type = StyleDef::TWO_PLAYERS_TWO_CREDITS; Style::StyleType type = Style::TWO_PLAYERS_TWO_CREDITS;
if( GAMESTATE->GetCurrentStyleDef() ) if( GAMESTATE->GetCurrentStyle() )
type = GAMESTATE->GetCurrentStyleDef()->m_StyleType; type = GAMESTATE->GetCurrentStyle()->m_StyleType;
switch( type ) switch( type )
{ {
case StyleDef::ONE_PLAYER_ONE_CREDIT: case Style::ONE_PLAYER_ONE_CREDIT:
case StyleDef::TWO_PLAYERS_TWO_CREDITS: case Style::TWO_PLAYERS_TWO_CREDITS:
pn = (PlayerNumber)GameI.controller; pn = (PlayerNumber)GameI.controller;
break; break;
case StyleDef::ONE_PLAYER_TWO_CREDITS: case Style::ONE_PLAYER_TWO_CREDITS:
pn = GAMESTATE->m_MasterPlayerNumber; pn = GAMESTATE->m_MasterPlayerNumber;
break; break;
default: default:
@@ -70,19 +70,19 @@ void GameDef::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) con
GameIout[3].MakeInvalid(); GameIout[3].MakeInvalid();
GameController controller[2]; GameController controller[2];
StyleDef::StyleType type = StyleDef::TWO_PLAYERS_TWO_CREDITS; Style::StyleType type = Style::TWO_PLAYERS_TWO_CREDITS;
if( GAMESTATE->GetCurrentStyleDef() ) if( GAMESTATE->GetCurrentStyle() )
type = GAMESTATE->GetCurrentStyleDef()->m_StyleType; type = GAMESTATE->GetCurrentStyle()->m_StyleType;
int iNumSidesUsing = 1; int iNumSidesUsing = 1;
switch( type ) switch( type )
{ {
case StyleDef::ONE_PLAYER_ONE_CREDIT: case Style::ONE_PLAYER_ONE_CREDIT:
case StyleDef::TWO_PLAYERS_TWO_CREDITS: case Style::TWO_PLAYERS_TWO_CREDITS:
controller[0] = (GameController)MenuI.player; controller[0] = (GameController)MenuI.player;
iNumSidesUsing = 1; iNumSidesUsing = 1;
break; break;
case StyleDef::ONE_PLAYER_TWO_CREDITS: case Style::ONE_PLAYER_TWO_CREDITS:
controller[0] = GAME_CONTROLLER_1; controller[0] = GAME_CONTROLLER_1;
controller[1] = GAME_CONTROLLER_2; controller[1] = GAME_CONTROLLER_2;
iNumSidesUsing = 2; iNumSidesUsing = 2;
+1 -1
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@@ -31,7 +31,7 @@ const int MAX_STYLES_PER_GAME = 10;
// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped. // MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
// //
class StyleDef; class Style;
#define NO_DEFAULT_KEY -1 #define NO_DEFAULT_KEY -1
+59 -59
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@@ -1184,7 +1184,7 @@ GameDef g_GameDefs[NUM_GAMES] =
}, },
}; };
StyleDef g_StyleDefs[] = Style g_Styles[] =
{ {
{ // STYLE_DANCE_SINGLE { // STYLE_DANCE_SINGLE
GAME_DANCE, // m_Game GAME_DANCE, // m_Game
@@ -1194,7 +1194,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_DANCE_SINGLE, // m_StepsType STEPS_TYPE_DANCE_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1225,7 +1225,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus", // m_szName "versus", // m_szName
STEPS_TYPE_DANCE_SINGLE, // m_StepsType STEPS_TYPE_DANCE_SINGLE, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1256,7 +1256,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double", // m_szName "double", // m_szName
STEPS_TYPE_DANCE_DOUBLE, // m_StepsType STEPS_TYPE_DANCE_DOUBLE, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1295,7 +1295,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"couple", // m_szName "couple", // m_szName
STEPS_TYPE_DANCE_COUPLE, // m_StepsType STEPS_TYPE_DANCE_COUPLE, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1326,7 +1326,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"solo", // m_szName "solo", // m_szName
STEPS_TYPE_DANCE_SOLO, // m_StepsType STEPS_TYPE_DANCE_SOLO, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
6, // m_iColsPerPlayer 6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1361,7 +1361,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"couple-edit", // m_szName "couple-edit", // m_szName
STEPS_TYPE_DANCE_COUPLE, // m_StepsType STEPS_TYPE_DANCE_COUPLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1395,7 +1395,7 @@ StyleDef g_StyleDefs[] =
/* { // STYLE_DANCE_SOLO_VERSUS /* { // STYLE_DANCE_SOLO_VERSUS
"dance-solo-versus", // m_szName "dance-solo-versus", // m_szName
STEPS_TYPE_DANCE_SOLO, // m_StepsType STEPS_TYPE_DANCE_SOLO, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
6, // m_iColsPerPlayer 6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1430,7 +1430,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_PUMP_SINGLE, // m_StepsType STEPS_TYPE_PUMP_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1463,7 +1463,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus", // m_szName "versus", // m_szName
STEPS_TYPE_PUMP_SINGLE, // m_StepsType STEPS_TYPE_PUMP_SINGLE, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1496,7 +1496,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"halfdouble", // m_szName "halfdouble", // m_szName
STEPS_TYPE_PUMP_HALFDOUBLE, // m_StepsType STEPS_TYPE_PUMP_HALFDOUBLE, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
6, // m_iColsPerPlayer 6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1531,7 +1531,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double", // m_szName "double", // m_szName
STEPS_TYPE_PUMP_DOUBLE, // m_StepsType STEPS_TYPE_PUMP_DOUBLE, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
10, // m_iColsPerPlayer 10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1574,7 +1574,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"couple", // m_szName "couple", // m_szName
STEPS_TYPE_PUMP_COUPLE, // m_StepsType STEPS_TYPE_PUMP_COUPLE, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1607,7 +1607,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"couple-edit", // m_szName "couple-edit", // m_szName
STEPS_TYPE_PUMP_COUPLE, // m_StepsType STEPS_TYPE_PUMP_COUPLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
10, // m_iColsPerPlayer 10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1645,7 +1645,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_EZ2_SINGLE, // m_StepsType STEPS_TYPE_EZ2_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1678,7 +1678,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"real", // m_szName "real", // m_szName
STEPS_TYPE_EZ2_REAL, // m_StepsType STEPS_TYPE_EZ2_REAL, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer 7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1715,7 +1715,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus", // m_szName "versus", // m_szName
STEPS_TYPE_EZ2_SINGLE, // m_StepsType STEPS_TYPE_EZ2_SINGLE, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1748,7 +1748,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versusReal", // m_szName "versusReal", // m_szName
STEPS_TYPE_EZ2_REAL, // m_StepsType STEPS_TYPE_EZ2_REAL, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer 7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1785,7 +1785,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double", // m_szName "double", // m_szName
STEPS_TYPE_EZ2_DOUBLE, // m_StepsType STEPS_TYPE_EZ2_DOUBLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
10, // m_iColsPerPlayer 10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1828,7 +1828,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_PARA_SINGLE, // m_StepsType STEPS_TYPE_PARA_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1861,7 +1861,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_DS3DDX_SINGLE, // m_StepsType STEPS_TYPE_DS3DDX_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1900,7 +1900,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_BM_SINGLE, // m_StepsType STEPS_TYPE_BM_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
6, // m_iColsPerPlayer 6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1935,7 +1935,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double", // m_szName "double", // m_szName
STEPS_TYPE_BM_DOUBLE, // m_StepsType STEPS_TYPE_BM_DOUBLE, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
12, // m_iColsPerPlayer 12, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -1982,7 +1982,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"single7", // m_szName "single7", // m_szName
STEPS_TYPE_IIDX_SINGLE7, // m_StepsType STEPS_TYPE_IIDX_SINGLE7, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2021,7 +2021,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double7", // m_szName "double7", // m_szName
STEPS_TYPE_IIDX_DOUBLE7, // m_StepsType STEPS_TYPE_IIDX_DOUBLE7, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
16, // m_iColsPerPlayer 16, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2076,7 +2076,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"single5", // m_szName "single5", // m_szName
STEPS_TYPE_IIDX_SINGLE5, // m_StepsType STEPS_TYPE_IIDX_SINGLE5, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2115,7 +2115,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double5", // m_szName "double5", // m_szName
STEPS_TYPE_IIDX_DOUBLE5, // m_StepsType STEPS_TYPE_IIDX_DOUBLE5, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
16, // m_iColsPerPlayer 16, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2170,7 +2170,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"single5-edit", // m_szName "single5-edit", // m_szName
STEPS_TYPE_IIDX_SINGLE5, // m_StepsType STEPS_TYPE_IIDX_SINGLE5, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2209,7 +2209,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double5-edit", // m_szName "double5-edit", // m_szName
STEPS_TYPE_IIDX_DOUBLE5, // m_StepsType STEPS_TYPE_IIDX_DOUBLE5, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
16, // m_iColsPerPlayer 16, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2264,7 +2264,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single", // m_szName "single", // m_szName
STEPS_TYPE_MANIAX_SINGLE, // m_StepsType STEPS_TYPE_MANIAX_SINGLE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2295,7 +2295,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus", // m_szName "versus", // m_szName
STEPS_TYPE_MANIAX_SINGLE, // m_StepsType STEPS_TYPE_MANIAX_SINGLE, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX { 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2326,7 +2326,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double", // m_szName "double", // m_szName
STEPS_TYPE_MANIAX_DOUBLE, // m_StepsType STEPS_TYPE_MANIAX_DOUBLE, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2365,7 +2365,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"single4", // m_szName "single4", // m_szName
STEPS_TYPE_TECHNO_SINGLE4, // m_StepsType STEPS_TYPE_TECHNO_SINGLE4, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 112, 528 }, // m_iCenterX { 112, 528 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2396,7 +2396,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"single5", // m_szName "single5", // m_szName
STEPS_TYPE_TECHNO_SINGLE5, // m_StepsType STEPS_TYPE_TECHNO_SINGLE5, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 140, 500 }, // m_iCenterX { 140, 500 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2429,7 +2429,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"single8", // m_szName "single8", // m_szName
STEPS_TYPE_TECHNO_SINGLE8, // m_StepsType STEPS_TYPE_TECHNO_SINGLE8, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 224, 416 }, // m_iCenterX { 224, 416 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2468,7 +2468,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus4", // m_szName "versus4", // m_szName
STEPS_TYPE_TECHNO_SINGLE4, // m_StepsType STEPS_TYPE_TECHNO_SINGLE4, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 112, 528 }, // m_iCenterX { 112, 528 }, // m_iCenterX
4, // m_iColsPerPlayer 4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2499,7 +2499,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus5", // m_szName "versus5", // m_szName
STEPS_TYPE_TECHNO_SINGLE5, // m_StepsType STEPS_TYPE_TECHNO_SINGLE5, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 140, 500 }, // m_iCenterX { 140, 500 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2532,7 +2532,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"versus8", // m_szName "versus8", // m_szName
STEPS_TYPE_TECHNO_SINGLE8, // m_StepsType STEPS_TYPE_TECHNO_SINGLE8, // m_StepsType
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType Style::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 132, 508 }, // m_iCenterX { 132, 508 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2571,7 +2571,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double4", // m_szName "double4", // m_szName
STEPS_TYPE_TECHNO_DOUBLE4, // m_StepsType STEPS_TYPE_TECHNO_DOUBLE4, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
8, // m_iColsPerPlayer 8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2610,7 +2610,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"double5", // m_szName "double5", // m_szName
STEPS_TYPE_TECHNO_DOUBLE5, // m_StepsType STEPS_TYPE_TECHNO_DOUBLE5, // m_StepsType
StyleDef::ONE_PLAYER_TWO_CREDITS, // m_StyleType Style::ONE_PLAYER_TWO_CREDITS, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
10, // m_iColsPerPlayer 10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2653,7 +2653,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"pnm-five", // m_szName "pnm-five", // m_szName
STEPS_TYPE_PNM_FIVE, // m_StepsType STEPS_TYPE_PNM_FIVE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
5, // m_iColsPerPlayer 5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2686,7 +2686,7 @@ StyleDef g_StyleDefs[] =
true, // m_bUsedForHowToPlay true, // m_bUsedForHowToPlay
"pnm-nine", // m_szName "pnm-nine", // m_szName
STEPS_TYPE_PNM_NINE, // m_StepsType STEPS_TYPE_PNM_NINE, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
9, // m_iColsPerPlayer 9, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2727,7 +2727,7 @@ StyleDef g_StyleDefs[] =
false, // m_bUsedForHowToPlay false, // m_bUsedForHowToPlay
"cabinet", // m_szName "cabinet", // m_szName
STEPS_TYPE_LIGHTS_CABINET, // m_StepsType STEPS_TYPE_LIGHTS_CABINET, // m_StepsType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType Style::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX { 320, 320 }, // m_iCenterX
NUM_CABINET_LIGHTS, // m_iColsPerPlayer NUM_CABINET_LIGHTS, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2760,7 +2760,7 @@ StyleDef g_StyleDefs[] =
}, },
}; };
#define NUM_STYLES ARRAYSIZE(g_StyleDefs) #define NUM_STYLES ARRAYSIZE(g_Styles)
GameManager::GameManager() GameManager::GameManager()
@@ -2777,11 +2777,11 @@ GameDef* GameManager::GetGameDefForGame( Game g )
return &g_GameDefs[ g ]; return &g_GameDefs[ g ];
} }
void GameManager::GetStylesForGame( Game game, vector<const StyleDef*>& aStylesAddTo, bool editor ) void GameManager::GetStylesForGame( Game game, vector<const Style*>& aStylesAddTo, bool editor )
{ {
for( unsigned s=0; s<NUM_STYLES; s++ ) for( unsigned s=0; s<NUM_STYLES; s++ )
{ {
const StyleDef* style = &g_StyleDefs[s]; const Style* style = &g_Styles[s];
if( style->m_Game != game) if( style->m_Game != game)
continue; continue;
if( !editor && !style->m_bUsedForGameplay ) if( !editor && !style->m_bUsedForGameplay )
@@ -2793,16 +2793,16 @@ void GameManager::GetStylesForGame( Game game, vector<const StyleDef*>& aStylesA
} }
} }
const StyleDef* GameManager::GetEditorStyleForNotesType( StepsType st ) const Style* GameManager::GetEditorStyleForNotesType( StepsType st )
{ {
for( unsigned s=0; s<NUM_STYLES; s++ ) for( unsigned s=0; s<NUM_STYLES; s++ )
{ {
const StyleDef* style = &g_StyleDefs[s]; const Style* style = &g_Styles[s];
if( style->m_StepsType == st && style->m_bUsedForEdit ) if( style->m_StepsType == st && style->m_bUsedForEdit )
return style; return style;
} }
ASSERT(0); // this Game is missing a StyleDef that can be used with the editor ASSERT(0); // this Game is missing a Style that can be used with the editor
return NULL; return NULL;
} }
@@ -2814,7 +2814,7 @@ void GameManager::GetNotesTypesForGame( Game game, vector<StepsType>& aNotesType
bool found = false; bool found = false;
for( unsigned s=0; !found && s<NUM_STYLES; s++ ) for( unsigned s=0; !found && s<NUM_STYLES; s++ )
{ {
const StyleDef* style = &g_StyleDefs[s]; const Style* style = &g_Styles[s];
if( style->m_Game != game ) if( style->m_Game != game )
continue; continue;
for( int pl = 0; !found && pl < NUM_PLAYERS; ++pl) for( int pl = 0; !found && pl < NUM_PLAYERS; ++pl)
@@ -2830,29 +2830,29 @@ void GameManager::GetNotesTypesForGame( Game game, vector<StepsType>& aNotesType
} }
} }
const StyleDef* GameManager::GetDemonstrationStyleForGame( Game game ) const Style* GameManager::GetDemonstrationStyleForGame( Game game )
{ {
for( unsigned s=0; s<NUM_STYLES; s++ ) for( unsigned s=0; s<NUM_STYLES; s++ )
{ {
const StyleDef* style = &g_StyleDefs[s]; const Style* style = &g_Styles[s];
if( style->m_Game == game && style->m_bUsedForDemonstration ) if( style->m_Game == game && style->m_bUsedForDemonstration )
return style; return style;
} }
ASSERT(0); // this Game is missing a StyleDef that can be used with the demonstration ASSERT(0); // this Game is missing a Style that can be used with the demonstration
return NULL; return NULL;
} }
const StyleDef* GameManager::GetHowToPlayStyleForGame( Game game ) const Style* GameManager::GetHowToPlayStyleForGame( Game game )
{ {
for( unsigned s=0; s<NUM_STYLES; s++ ) for( unsigned s=0; s<NUM_STYLES; s++ )
{ {
const StyleDef* style = &g_StyleDefs[s]; const Style* style = &g_Styles[s];
if( style->m_Game == game && style->m_bUsedForHowToPlay ) if( style->m_Game == game && style->m_bUsedForHowToPlay )
return style; return style;
} }
ASSERT(0); // this Game is missing a StyleDef that can be used with HowToPlay ASSERT(0); // this Game is missing a Style that can be used with HowToPlay
return NULL; return NULL;
} }
@@ -2930,7 +2930,7 @@ CString GameManager::NotesTypeToThemedString( StepsType st )
return s; return s;
} }
CString GameManager::StyleToThemedString( const StyleDef* style ) CString GameManager::StyleToThemedString( const Style* style )
{ {
CString s = style->m_szName; CString s = style->m_szName;
s = Capitalize( s ); s = Capitalize( s );
@@ -2950,11 +2950,11 @@ Game GameManager::StringToGameType( CString sGameType )
} }
const StyleDef* GameManager::GameAndStringToStyle( Game game, CString sStyle ) const Style* GameManager::GameAndStringToStyle( Game game, CString sStyle )
{ {
for( unsigned s=0; s<NUM_STYLES; s++ ) for( unsigned s=0; s<NUM_STYLES; s++ )
{ {
const StyleDef* style = &g_StyleDefs[s]; const Style* style = &g_Styles[s];
if( style->m_Game != game ) if( style->m_Game != game )
continue; continue;
if( sStyle.CompareNoCase(style->m_szName) == 0 ) if( sStyle.CompareNoCase(style->m_szName) == 0 )
+9 -9
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@@ -1,10 +1,10 @@
/* GameManager - Manages GameDefs and StyleDefs. */ /* GameManager - Manages GameDefs and Styles. */
#ifndef GAMEMANAGER_H #ifndef GAMEMANAGER_H
#define GAMEMANAGER_H #define GAMEMANAGER_H
#include "GameDef.h" #include "GameDef.h"
#include "StyleDef.h" #include "Style.h"
#include "Game.h" #include "Game.h"
class IniFile; class IniFile;
@@ -17,12 +17,12 @@ public:
GameDef* GetGameDefForGame( Game g ); GameDef* GetGameDefForGame( Game g );
void GetStylesForGame( Game game, vector<const StyleDef*>& aStylesAddTo, bool editor=false ); void GetStylesForGame( Game game, vector<const Style*>& aStylesAddTo, bool editor=false );
void GetAllStyles( vector<const StyleDef*>& aStylesAddTo, bool editor=false ); void GetAllStyles( vector<const Style*>& aStylesAddTo, bool editor=false );
void GetNotesTypesForGame( Game game, vector<StepsType>& aNotesTypeAddTo ); void GetNotesTypesForGame( Game game, vector<StepsType>& aNotesTypeAddTo );
const StyleDef* GetEditorStyleForNotesType( StepsType st ); const Style* GetEditorStyleForNotesType( StepsType st );
const StyleDef* GetDemonstrationStyleForGame( Game game ); const Style* GetDemonstrationStyleForGame( Game game );
const StyleDef* GetHowToPlayStyleForGame( Game game ); const Style* GetHowToPlayStyleForGame( Game game );
void GetEnabledGames( vector<Game>& aGamesOut ); void GetEnabledGames( vector<Game>& aGamesOut );
bool IsGameEnabled( Game game ); bool IsGameEnabled( Game game );
@@ -32,8 +32,8 @@ public:
static CString NotesTypeToString( StepsType st ); static CString NotesTypeToString( StepsType st );
static CString NotesTypeToThemedString( StepsType st ); static CString NotesTypeToThemedString( StepsType st );
static Game StringToGameType( CString sGameType ); static Game StringToGameType( CString sGameType );
const StyleDef* GameAndStringToStyle( Game game, CString sStyle ); const Style* GameAndStringToStyle( Game game, CString sStyle );
static CString StyleToThemedString( const StyleDef* s ); static CString StyleToThemedString( const Style* s );
}; };
extern GameManager* GAMEMAN; // global and accessable from anywhere in our program extern GameManager* GAMEMAN; // global and accessable from anywhere in our program
+16 -16
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@@ -101,7 +101,7 @@ void GameState::Reset()
ASSERT( THEME ); ASSERT( THEME );
m_timeGameStarted.SetZero(); m_timeGameStarted.SetZero();
m_pCurStyleDef = NULL; m_pCurStyle = NULL;
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
m_bSideIsJoined[p] = false; m_bSideIsJoined[p] = false;
m_bPlayersFinalized = false; m_bPlayersFinalized = false;
@@ -228,7 +228,7 @@ void CheckStageStats( const StageStats &ss, int p )
CHECKPOINT_M( ss.pSong->GetFullTranslitTitle() ); CHECKPOINT_M( ss.pSong->GetFullTranslitTitle() );
ASSERT( ss.pSteps[p] ); ASSERT( ss.pSteps[p] );
ASSERT_M( ss.playMode < NUM_PLAY_MODES, ssprintf("playmode %i", ss.playMode) ); ASSERT_M( ss.playMode < NUM_PLAY_MODES, ssprintf("playmode %i", ss.playMode) );
ASSERT( ss.pStyleDef != NULL ); ASSERT( ss.pStyle != NULL );
ASSERT_M( ss.pSteps[p]->GetDifficulty() < NUM_DIFFICULTIES, ssprintf("difficulty %i", ss.pSteps[p]->GetDifficulty()) ); ASSERT_M( ss.pSteps[p]->GetDifficulty() < NUM_DIFFICULTIES, ssprintf("difficulty %i", ss.pSteps[p]->GetDifficulty()) );
/* Meter values can exceed MAX_METER; MAX_METER is just the highest meter value we /* Meter values can exceed MAX_METER; MAX_METER is just the highest meter value we
* display/track. */ * display/track. */
@@ -287,7 +287,7 @@ void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNum
const int iMeter = clamp( ss.iMeter[p], 0, MAX_METER ); const int iMeter = clamp( ss.iMeter[p], 0, MAX_METER );
pProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++; pProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++;
pProfile->m_iNumSongsPlayedByStyle[ss.pStyleDef]++; pProfile->m_iNumSongsPlayedByStyle[ss.pStyle]++;
pProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++; pProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++;
pProfile->m_iNumSongsPlayedByMeter[iMeter]++; pProfile->m_iNumSongsPlayedByMeter[iMeter]++;
pProfile->m_iTotalDancePoints += ss.iActualDancePoints[p]; pProfile->m_iTotalDancePoints += ss.iActualDancePoints[p];
@@ -744,7 +744,7 @@ CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
bool GameState::PlayersCanJoin() const bool GameState::PlayersCanJoin() const
{ {
return GetNumSidesJoined() == 0 || this->m_pCurStyleDef == NULL; // selecting a style finalizes the players return GetNumSidesJoined() == 0 || this->m_pCurStyle == NULL; // selecting a style finalizes the players
} }
bool GameState::EnoughCreditsToJoin() const bool GameState::EnoughCreditsToJoin() const
@@ -777,7 +777,7 @@ GameDef* GameState::GetCurrentGameDef()
return GAMEMAN->GetGameDefForGame( m_CurGame ); return GAMEMAN->GetGameDefForGame( m_CurGame );
} }
const StyleDef* GameState::GetCurrentStyleDef() const const Style* GameState::GetCurrentStyle() const
{ {
/* /*
// HACK: if we're in TM doing PLAY_MODE_BATTLE or PLAY_MODE_RAVE, // HACK: if we're in TM doing PLAY_MODE_BATTLE or PLAY_MODE_RAVE,
@@ -785,10 +785,10 @@ const StyleDef* GameState::GetCurrentStyleDef() const
// What is the problem that this is fixing? -Chris // What is the problem that this is fixing? -Chris
if( m_CurGame == GAME_TECHNO && if( m_CurGame == GAME_TECHNO &&
( m_PlayMode == PLAY_MODE_BATTLE || m_PlayMode == PLAY_MODE_RAVE ) ) ( m_PlayMode == PLAY_MODE_BATTLE || m_PlayMode == PLAY_MODE_RAVE ) )
return GAMEMAN->GetStyleDefForStyle( STYLE_TECHNO_VERSUS8 ); return GAMEMAN->GetStyleForStyle( STYLE_TECHNO_VERSUS8 );
*/ */
return m_pCurStyleDef; return m_pCurStyle;
} }
@@ -816,12 +816,12 @@ int GameState::GetNumPlayersEnabled() const
bool GameState::PlayerUsingBothSides() const bool GameState::PlayerUsingBothSides() const
{ {
return this->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS; return this->GetCurrentStyle()->m_StyleType==Style::ONE_PLAYER_TWO_CREDITS;
} }
bool GameState::IsHumanPlayer( PlayerNumber pn ) const bool GameState::IsHumanPlayer( PlayerNumber pn ) const
{ {
if( m_pCurStyleDef == NULL ) // no style chosen if( m_pCurStyle == NULL ) // no style chosen
{ {
if( this->PlayersCanJoin() ) if( this->PlayersCanJoin() )
return m_bSideIsJoined[pn]; // only allow input from sides that have already joined return m_bSideIsJoined[pn]; // only allow input from sides that have already joined
@@ -829,12 +829,12 @@ bool GameState::IsHumanPlayer( PlayerNumber pn ) const
return true; // if we can't join, then we're on a screen like MusicScroll or GameOver return true; // if we can't join, then we're on a screen like MusicScroll or GameOver
} }
switch( GetCurrentStyleDef()->m_StyleType ) switch( GetCurrentStyle()->m_StyleType )
{ {
case StyleDef::TWO_PLAYERS_TWO_CREDITS: case Style::TWO_PLAYERS_TWO_CREDITS:
return true; return true;
case StyleDef::ONE_PLAYER_ONE_CREDIT: case Style::ONE_PLAYER_ONE_CREDIT:
case StyleDef::ONE_PLAYER_TWO_CREDITS: case Style::ONE_PLAYER_TWO_CREDITS:
return pn == m_MasterPlayerNumber; return pn == m_MasterPlayerNumber;
default: default:
ASSERT(0); // invalid style type ASSERT(0); // invalid style type
@@ -1346,7 +1346,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
CHECKPOINT; CHECKPOINT;
unsigned i, j; unsigned i, j;
StepsType st = this->GetCurrentStyleDef()->m_StepsType; StepsType st = this->GetCurrentStyle()->m_StepsType;
// //
// Find unique Song and Steps combinations that were played. // Find unique Song and Steps combinations that were played.
@@ -1751,7 +1751,7 @@ bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, int dir )
return false; return false;
if( asDiff.find(cd) == asDiff.end() ) if( asDiff.find(cd) == asDiff.end() )
continue; /* not available */ continue; /* not available */
if( !pCourse || pCourse->GetTrail( GAMESTATE->GetCurrentStyleDef()->m_StepsType, cd ) ) if( !pCourse || pCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType, cd ) )
break; break;
} }
@@ -1804,7 +1804,7 @@ LuaFunction_NoArgs( IsExtraStage, GAMESTATE->IsExtraStage() )
LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() ) LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() )
LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() ) LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() )
LuaFunction_NoArgs( PlayModeName, PlayModeToString(GAMESTATE->m_PlayMode) ) LuaFunction_NoArgs( PlayModeName, PlayModeToString(GAMESTATE->m_PlayMode) )
LuaFunction_NoArgs( CurStyleName, CString( GAMESTATE->m_pCurStyleDef == NULL ? "none": GAMESTATE->GetCurrentStyleDef()->m_szName ) ) LuaFunction_NoArgs( CurStyleName, CString( GAMESTATE->m_pCurStyle == NULL ? "none": GAMESTATE->GetCurrentStyle()->m_szName ) )
LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() ) LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() )
LuaFunction_NoArgs( PlayerUsingBothSides, GAMESTATE->PlayerUsingBothSides() ) LuaFunction_NoArgs( PlayerUsingBothSides, GAMESTATE->PlayerUsingBothSides() )
LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestNotesDifficulty() ) LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestNotesDifficulty() )
+4 -4
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@@ -19,12 +19,12 @@ class Steps;
class Course; class Course;
class Trail; class Trail;
class GameDef; class GameDef;
class StyleDef; class Style;
class NoteFieldPositioning; class NoteFieldPositioning;
class Character; class Character;
class TimingData; class TimingData;
struct StageStats; struct StageStats;
class StyleDef; class Style;
class GameState class GameState
{ {
@@ -46,7 +46,7 @@ public:
// Main state info // Main state info
// //
Game m_CurGame; Game m_CurGame;
const StyleDef* m_pCurStyleDef; const Style* m_pCurStyle;
bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
bool m_bPlayersFinalized; bool m_bPlayersFinalized;
PlayMode m_PlayMode; // many screens display different info depending on this value PlayMode m_PlayMode; // many screens display different info depending on this value
@@ -72,7 +72,7 @@ public:
int GetNumSidesJoined() const; int GetNumSidesJoined() const;
GameDef* GetCurrentGameDef(); GameDef* GetCurrentGameDef();
const StyleDef* GetCurrentStyleDef() const; const Style* GetCurrentStyle() const;
void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut ); void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
bool IsPlayerEnabled( PlayerNumber pn ) const; bool IsPlayerEnabled( PlayerNumber pn ) const;
+2 -2
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@@ -20,9 +20,9 @@ void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffs
m_PlayerNumber = pn; m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffset; m_fYReverseOffsetPixels = fYReverseOffset;
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
m_iNumCols = pStyleDef->m_iColsPerPlayer; m_iNumCols = pStyle->m_iColsPerPlayer;
// init arrows // init arrows
for( int c=0; c<m_iNumCols; c++ ) for( int c=0; c<m_iNumCols; c++ )
+1 -1
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@@ -7,7 +7,7 @@
#include "GhostArrow.h" #include "GhostArrow.h"
#include "HoldGhostArrow.h" #include "HoldGhostArrow.h"
#include "GameConstantsAndTypes.h" #include "GameConstantsAndTypes.h"
#include "StyleDef.h" #include "Style.h"
+2 -2
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@@ -9,7 +9,7 @@
#include "RageDisplay.h" #include "RageDisplay.h"
#include "song.h" #include "song.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
const float GRAPH_EDGE_WIDTH = 2; const float GRAPH_EDGE_WIDTH = 2;
@@ -52,7 +52,7 @@ void GrooveGraph::SetFromSong( Song* pSong )
{ {
for( int i=0; i<NUM_DIFFICULTIES; i++ ) for( int i=0; i<NUM_DIFFICULTIES; i++ )
{ {
Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyleDef()->m_StepsType, (Difficulty)i ); Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, (Difficulty)i );
if( pSteps ) if( pSteps )
rvs[i] = pSteps->GetRadarValues(); rvs[i] = pSteps->GetRadarValues();
} }
+4 -4
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@@ -522,13 +522,13 @@ bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& Devi
void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI ) void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
{ {
if( GAMESTATE->m_pCurStyleDef == NULL ) if( GAMESTATE->m_pCurStyle == NULL )
{ {
StyleI.MakeInvalid(); StyleI.MakeInvalid();
return; return;
} }
StyleI = GAMESTATE->m_pCurStyleDef->GameInputToStyleInput( GameI ); StyleI = GAMESTATE->m_pCurStyle->GameInputToStyleInput( GameI );
} }
void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI ) void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
@@ -539,8 +539,8 @@ void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI ) void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
{ {
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
GameI = pStyleDef->StyleInputToGameInput( StyleI ); GameI = pStyle->StyleInputToGameInput( StyleI );
} }
+3 -3
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@@ -9,7 +9,7 @@
#include "RandomSample.h" #include "RandomSample.h"
#include "BitmapText.h" #include "BitmapText.h"
class StyleDef; class Style;
class JukeboxMenu: public ActorFrame class JukeboxMenu: public ActorFrame
{ {
@@ -49,7 +49,7 @@ public:
} }
const StyleDef* GetSelectedStyle() { return m_Styles[m_iSelection[ROW_STYLE]]; } const Style* GetSelectedStyle() { return m_Styles[m_iSelection[ROW_STYLE]]; }
CString GetSelectedGroup() { return m_sGroups[m_iSelection[ROW_GROUP]]; } CString GetSelectedGroup() { return m_sGroups[m_iSelection[ROW_GROUP]]; }
CString GetSelectedDifficultyString() { return m_sDifficulties[m_iSelection[ROW_DIFFICULTY]]; } CString GetSelectedDifficultyString() { return m_sDifficulties[m_iSelection[ROW_DIFFICULTY]]; }
Difficulty GetSelectedDifficulty() { return StringToDifficulty( GetSelectedDifficultyString() ); } Difficulty GetSelectedDifficulty() { return StringToDifficulty( GetSelectedDifficultyString() ); }
@@ -62,7 +62,7 @@ private:
BitmapText m_textLabel[NUM_ROWS]; BitmapText m_textLabel[NUM_ROWS];
BitmapText m_textValue[NUM_ROWS]; BitmapText m_textValue[NUM_ROWS];
vector<const StyleDef*> m_Styles; vector<const Style*> m_Styles;
CStringArray m_sGroups; CStringArray m_sGroups;
vector<string> m_sDifficulties; vector<string> m_sDifficulties;
CStringArray m_sModifiers; CStringArray m_sModifiers;
+1 -1
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@@ -10,7 +10,7 @@
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Steps.h" #include "Steps.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
#include "RageTexture.h" #include "RageTexture.h"
+1 -1
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@@ -67,7 +67,7 @@ PlayerAI.cpp PlayerAI.h PlayerNumber.cpp PlayerNumber.h PlayerOptions.cpp Player
ProfileHtml.cpp ProfileHtml.h RandomSample.cpp RandomSample.h ScoreKeeper.h ScoreKeeperMAX2.cpp ScoreKeeperMAX2.h \ ProfileHtml.cpp ProfileHtml.h RandomSample.cpp RandomSample.h ScoreKeeper.h ScoreKeeperMAX2.cpp ScoreKeeperMAX2.h \
ScoreKeeperRave.cpp ScoreKeeperRave.h Song.cpp song.h SongCacheIndex.cpp SongCacheIndex.h \ ScoreKeeperRave.cpp ScoreKeeperRave.h Song.cpp song.h SongCacheIndex.cpp SongCacheIndex.h \
SongOptions.cpp SongOptions.h SongUtil.cpp SongUtil.h StageStats.cpp StageStats.h Steps.cpp Steps.h \ SongOptions.cpp SongOptions.h SongUtil.cpp SongUtil.h StageStats.cpp StageStats.h Steps.cpp Steps.h \
StepsUtil.cpp StepsUtil.h StyleDef.cpp StyleDef.h \ StepsUtil.cpp StepsUtil.h Style.cpp Style.h \
StyleInput.h TimeConstants.cpp TimeConstants.h TimingData.cpp TimingData.h \ StyleInput.h TimeConstants.cpp TimeConstants.h TimingData.cpp TimingData.h \
Trail.cpp Trail.h TrailUtil.cpp TrailUtil.h TitleSubstitution.cpp TitleSubstitution.h Trail.cpp Trail.h TrailUtil.cpp TrailUtil.h TitleSubstitution.cpp TitleSubstitution.h
+27 -27
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@@ -21,7 +21,7 @@ void ModeChoice::Init()
m_bInvalid = true; m_bInvalid = true;
m_iIndex = -1; m_iIndex = -1;
m_game = GAME_INVALID; m_game = GAME_INVALID;
m_pStyleDef = NULL; m_pStyle = NULL;
m_pm = PLAY_MODE_INVALID; m_pm = PLAY_MODE_INVALID;
m_dc = DIFFICULTY_INVALID; m_dc = DIFFICULTY_INVALID;
m_CourseDifficulty = DIFFICULTY_INVALID; m_CourseDifficulty = DIFFICULTY_INVALID;
@@ -52,7 +52,7 @@ bool ModeChoice::DescribesCurrentMode( PlayerNumber pn ) const
return false; return false;
if( m_pm != PLAY_MODE_INVALID && GAMESTATE->m_PlayMode != m_pm ) if( m_pm != PLAY_MODE_INVALID && GAMESTATE->m_PlayMode != m_pm )
return false; return false;
if( m_pStyleDef && GAMESTATE->m_pCurStyleDef != m_pStyleDef ) if( m_pStyle && GAMESTATE->m_pCurStyle != m_pStyle )
return false; return false;
// HACK: don't compare m_dc if m_pSteps is set. This causes problems // HACK: don't compare m_dc if m_pSteps is set. This causes problems
// in ScreenSelectOptionsMaster::ImportOptions if m_PreferredDifficulty // in ScreenSelectOptionsMaster::ImportOptions if m_PreferredDifficulty
@@ -130,9 +130,9 @@ void ModeChoice::Load( int iIndex, CString sChoice )
if( sName == "style" ) if( sName == "style" )
{ {
const StyleDef* style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_CurGame, sValue ); const Style* style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_CurGame, sValue );
if( style ) if( style )
m_pStyleDef = style; m_pStyle = style;
else else
m_bInvalid |= true; m_bInvalid |= true;
} }
@@ -208,15 +208,15 @@ void ModeChoice::Load( int iIndex, CString sChoice )
if( !m_bInvalid && sSteps != "" ) if( !m_bInvalid && sSteps != "" )
{ {
Song *pSong = (m_pSong != NULL)? m_pSong:GAMESTATE->m_pCurSong; Song *pSong = (m_pSong != NULL)? m_pSong:GAMESTATE->m_pCurSong;
const StyleDef *style = m_pStyleDef ? m_pStyleDef : GAMESTATE->m_pCurStyleDef; const Style *style = m_pStyle ? m_pStyle : GAMESTATE->m_pCurStyle;
if( pSong == NULL || style == NULL ) if( pSong == NULL || style == NULL )
RageException::Throw( "Must set Song and Style to set Steps" ); RageException::Throw( "Must set Song and Style to set Steps" );
Difficulty dc = StringToDifficulty( sSteps ); Difficulty dc = StringToDifficulty( sSteps );
if( dc != DIFFICULTY_EDIT ) if( dc != DIFFICULTY_EDIT )
m_pSteps = pSong->GetStepsByDifficulty( m_pStyleDef->m_StepsType, dc ); m_pSteps = pSong->GetStepsByDifficulty( m_pStyle->m_StepsType, dc );
else else
m_pSteps = pSong->GetStepsByDescription( m_pStyleDef->m_StepsType, sSteps ); m_pSteps = pSong->GetStepsByDescription( m_pStyle->m_StepsType, sSteps );
if( m_pSteps == NULL ) if( m_pSteps == NULL )
{ {
m_sInvalidReason = "steps not found"; m_sInvalidReason = "steps not found";
@@ -237,18 +237,18 @@ int GetNumCreditsPaid()
} }
int GetCreditsRequiredToPlayStyle( const StyleDef *style ) int GetCreditsRequiredToPlayStyle( const Style *style )
{ {
if( PREFSMAN->GetPremium() == PrefsManager::JOINT_PREMIUM ) if( PREFSMAN->GetPremium() == PrefsManager::JOINT_PREMIUM )
return 1; return 1;
switch( style->m_StyleType ) switch( style->m_StyleType )
{ {
case StyleDef::ONE_PLAYER_ONE_CREDIT: case Style::ONE_PLAYER_ONE_CREDIT:
return 1; return 1;
case StyleDef::TWO_PLAYERS_TWO_CREDITS: case Style::TWO_PLAYERS_TWO_CREDITS:
return 2; return 2;
case StyleDef::ONE_PLAYER_TWO_CREDITS: case Style::ONE_PLAYER_TWO_CREDITS:
return (PREFSMAN->GetPremium() == PrefsManager::DOUBLES_PREMIUM) ? 1 : 2; return (PREFSMAN->GetPremium() == PrefsManager::DOUBLES_PREMIUM) ? 1 : 2;
default: default:
ASSERT(0); ASSERT(0);
@@ -256,7 +256,7 @@ int GetCreditsRequiredToPlayStyle( const StyleDef *style )
} }
} }
static bool AreStyleAndPlayModeCompatible( const StyleDef *style, PlayMode pm ) static bool AreStyleAndPlayModeCompatible( const Style *style, PlayMode pm )
{ {
if( style == NULL || pm == PLAY_MODE_INVALID ) if( style == NULL || pm == PLAY_MODE_INVALID )
return true; return true;
@@ -273,7 +273,7 @@ static bool AreStyleAndPlayModeCompatible( const StyleDef *style, PlayMode pm )
return false; return false;
/* Don't allow battle modes if the style takes both sides. */ /* Don't allow battle modes if the style takes both sides. */
if( style->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS ) if( style->m_StyleType==Style::ONE_PLAYER_TWO_CREDITS )
return false; return false;
} }
@@ -289,11 +289,11 @@ bool ModeChoice::IsPlayable( CString *why ) const
return false; return false;
} }
if ( m_pStyleDef ) if ( m_pStyle )
{ {
int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit; int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
const int iNumCreditsPaid = GetNumCreditsPaid(); const int iNumCreditsPaid = GetNumCreditsPaid();
const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyleDef); const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
switch( PREFSMAN->GetCoinMode() ) switch( PREFSMAN->GetCoinMode() )
{ {
@@ -334,7 +334,7 @@ bool ModeChoice::IsPlayable( CString *why ) const
/* If both sides are joined, disallow singles modes, since easy to select them /* If both sides are joined, disallow singles modes, since easy to select them
* accidentally, instead of versus mode. */ * accidentally, instead of versus mode. */
if( m_pStyleDef->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT && if( m_pStyle->m_StyleType == Style::ONE_PLAYER_ONE_CREDIT &&
GAMESTATE->GetNumSidesJoined() > 1 ) GAMESTATE->GetNumSidesJoined() > 1 )
{ {
if( why ) if( why )
@@ -345,10 +345,10 @@ bool ModeChoice::IsPlayable( CString *why ) const
/* Don't allow a PlayMode that's incompatible with our current Style (if set), /* Don't allow a PlayMode that's incompatible with our current Style (if set),
* and vice versa. */ * and vice versa. */
if( m_pm != PLAY_MODE_INVALID || m_pStyleDef != NULL ) if( m_pm != PLAY_MODE_INVALID || m_pStyle != NULL )
{ {
const PlayMode pm = (m_pm != PLAY_MODE_INVALID) ? m_pm : GAMESTATE->m_PlayMode; const PlayMode pm = (m_pm != PLAY_MODE_INVALID) ? m_pm : GAMESTATE->m_PlayMode;
const StyleDef *style = (m_pStyleDef != NULL)? m_pStyleDef: GAMESTATE->m_pCurStyleDef; const Style *style = (m_pStyle != NULL)? m_pStyle: GAMESTATE->m_pCurStyle;
if( !AreStyleAndPlayModeCompatible( style, pm ) ) if( !AreStyleAndPlayModeCompatible( style, pm ) )
{ {
if( why ) if( why )
@@ -408,15 +408,15 @@ void ModeChoice::Apply( PlayerNumber pn ) const
if( m_pm != PLAY_MODE_INVALID ) if( m_pm != PLAY_MODE_INVALID )
GAMESTATE->m_PlayMode = m_pm; GAMESTATE->m_PlayMode = m_pm;
if( m_pStyleDef != NULL ) if( m_pStyle != NULL )
{ {
GAMESTATE->m_pCurStyleDef = m_pStyleDef; GAMESTATE->m_pCurStyle = m_pStyle;
// It's possible to choose a style that didn't have enough // It's possible to choose a style that didn't have enough
// players joined. If enough players aren't joined, then // players joined. If enough players aren't joined, then
// we need to subtract credits for the sides that will be // we need to subtract credits for the sides that will be
// joined as a result of applying this option. // joined as a result of applying this option.
int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyleDef); int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
int iNumCreditsPaid = GetNumCreditsPaid(); int iNumCreditsPaid = GetNumCreditsPaid();
int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid; int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid;
@@ -425,12 +425,12 @@ void ModeChoice::Apply( PlayerNumber pn ) const
// If only one side is joined and we picked a style // If only one side is joined and we picked a style
// that requires both sides, join the other side. // that requires both sides, join the other side.
switch( m_pStyleDef->m_StyleType ) switch( m_pStyle->m_StyleType )
{ {
case StyleDef::ONE_PLAYER_ONE_CREDIT: case Style::ONE_PLAYER_ONE_CREDIT:
break; break;
case StyleDef::TWO_PLAYERS_TWO_CREDITS: case Style::TWO_PLAYERS_TWO_CREDITS:
case StyleDef::ONE_PLAYER_TWO_CREDITS: case Style::ONE_PLAYER_TWO_CREDITS:
{ {
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
GAMESTATE->m_bSideIsJoined[p] = true; GAMESTATE->m_bSideIsJoined[p] = true;
@@ -476,7 +476,7 @@ void ModeChoice::Apply( PlayerNumber pn ) const
// //
// We know what players are joined at the time we set the Style // We know what players are joined at the time we set the Style
// //
if( m_pStyleDef != NULL ) if( m_pStyle != NULL )
{ {
GAMESTATE->PlayersFinalized(); GAMESTATE->PlayersFinalized();
} }
@@ -486,7 +486,7 @@ bool ModeChoice::IsZero() const
{ {
if( m_game != GAME_INVALID || if( m_game != GAME_INVALID ||
m_pm != PLAY_MODE_INVALID || m_pm != PLAY_MODE_INVALID ||
m_pStyleDef != NULL || m_pStyle != NULL ||
m_dc != DIFFICULTY_INVALID || m_dc != DIFFICULTY_INVALID ||
m_sAnnouncer != "" || m_sAnnouncer != "" ||
m_sModifiers != "" || m_sModifiers != "" ||
+2 -2
View File
@@ -13,7 +13,7 @@ class Steps;
class Course; class Course;
class Trail; class Trail;
class Character; class Character;
class StyleDef; class Style;
struct ModeChoice // used in SelectMode struct ModeChoice // used in SelectMode
{ {
@@ -33,7 +33,7 @@ struct ModeChoice // used in SelectMode
CString m_sInvalidReason; CString m_sInvalidReason;
int m_iIndex; int m_iIndex;
Game m_game; Game m_game;
const StyleDef* m_pStyleDef; const Style* m_pStyle;
PlayMode m_pm; PlayMode m_pm;
Difficulty m_dc; Difficulty m_dc;
CourseDifficulty m_CourseDifficulty; CourseDifficulty m_CourseDifficulty;
+9 -9
View File
@@ -5,7 +5,7 @@
#include "PrefsManager.h" #include "PrefsManager.h"
#include "SongManager.h" #include "SongManager.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "StyleDef.h" #include "Style.h"
#include "song.h" #include "song.h"
#include "ActorUtil.h" #include "ActorUtil.h"
#include "GameManager.h" #include "GameManager.h"
@@ -63,7 +63,7 @@ CString ModeSwitcher::GetStyleName()
CString sStyleName; CString sStyleName;
CString sDiff[NUM_PLAYERS]; CString sDiff[NUM_PLAYERS];
sStyleName = GAMESTATE->m_pCurStyleDef->m_szName; sStyleName = GAMESTATE->m_pCurStyle->m_szName;
sStyleName.MakeUpper(); sStyleName.MakeUpper();
FOREACH_PlayerNumber(i) FOREACH_PlayerNumber(i)
@@ -131,7 +131,7 @@ CString ModeSwitcher::GetNextStyleName()
{ {
if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE) if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE)
{ {
sStyleName[i] = GAMESTATE->m_pCurStyleDef->m_szName; sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper(); sStyleName[i].MakeUpper();
switch(GAMESTATE->m_PreferredDifficulty[i]) switch(GAMESTATE->m_PreferredDifficulty[i])
@@ -176,7 +176,7 @@ CString ModeSwitcher::GetNextStyleName()
} }
else else
{ {
sStyleName[i] = GAMESTATE->m_pCurStyleDef->m_szName; sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper(); sStyleName[i].MakeUpper();
sDiff[i] = "Beginner\n"; sDiff[i] = "Beginner\n";
@@ -204,7 +204,7 @@ CString ModeSwitcher::GetPrevStyleName()
{ {
if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER) if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER)
{ {
sStyleName[i] = GAMESTATE->m_pCurStyleDef->m_szName; sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper(); sStyleName[i].MakeUpper();
switch(GAMESTATE->m_PreferredDifficulty[i]) switch(GAMESTATE->m_PreferredDifficulty[i])
@@ -249,7 +249,7 @@ CString ModeSwitcher::GetPrevStyleName()
} }
else else
{ {
sStyleName[i] = GAMESTATE->m_pCurStyleDef->m_szName; sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper(); sStyleName[i].MakeUpper();
sDiff[i] = "Challenge\n"; sDiff[i] = "Challenge\n";
@@ -296,12 +296,12 @@ void ModeSwitcher::ChangeMode(PlayerNumber pn, int dir)
} }
// Make a list of all styles for the current Game. // Make a list of all styles for the current Game.
vector<const StyleDef*> vPossibleStyles; vector<const Style*> vPossibleStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_CurGame, vPossibleStyles ); GAMEMAN->GetStylesForGame( GAMESTATE->m_CurGame, vPossibleStyles );
ASSERT( !vPossibleStyles.empty() ); ASSERT( !vPossibleStyles.empty() );
int index = 0; int index = 0;
vector<const StyleDef*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->m_pCurStyleDef ); vector<const Style*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->m_pCurStyle );
if( iter != vPossibleStyles.end() ) if( iter != vPossibleStyles.end() )
{ {
index = iter - vPossibleStyles.begin(); index = iter - vPossibleStyles.begin();
@@ -309,7 +309,7 @@ void ModeSwitcher::ChangeMode(PlayerNumber pn, int dir)
wrap( index, vPossibleStyles.size() ); wrap( index, vPossibleStyles.size() );
} }
GAMESTATE->m_pCurStyleDef = vPossibleStyles[index]; GAMESTATE->m_pCurStyle = vPossibleStyles[index];
} }
m_Stylename.SetText(GetStyleName()); m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName()); m_Nextmode.SetText(GetNextStyleName());
+1 -1
View File
@@ -16,7 +16,7 @@ TODO:
#include "SongManager.h" #include "SongManager.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "RageSounds.h" #include "RageSounds.h"
#include "StyleDef.h" #include "Style.h"
#include "song.h" #include "song.h"
#include "ActorUtil.h" #include "ActorUtil.h"
+5 -5
View File
@@ -146,7 +146,7 @@ void MusicWheel::Load()
SongOptions so; SongOptions so;
SONGMAN->GetExtraStageInfo( SONGMAN->GetExtraStageInfo(
GAMESTATE->IsExtraStage2(), GAMESTATE->IsExtraStage2(),
GAMESTATE->GetCurrentStyleDef(), GAMESTATE->GetCurrentStyle(),
pSong, pSong,
pSteps, pSteps,
po, po,
@@ -389,7 +389,7 @@ void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sP
continue; continue;
vector<Steps*> arraySteps; vector<Steps*> arraySteps;
pSong->GetSteps( arraySteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType, DIFFICULTY_INVALID, -1, -1, "", 1 ); pSong->GetSteps( arraySteps, GAMESTATE->GetCurrentStyle()->m_StepsType, DIFFICULTY_INVALID, -1, -1, "", 1 );
if( !arraySteps.empty() ) if( !arraySteps.empty() )
arraySongs.push_back( pSong ); arraySongs.push_back( pSong );
@@ -589,7 +589,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
Steps* pSteps; Steps* pSteps;
PlayerOptions po; PlayerOptions po;
SongOptions so; SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyleDef(), pSong, pSteps, po, so ); SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
bool bFoundExtraSong = false; bool bFoundExtraSong = false;
@@ -667,7 +667,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
} }
// check that this course has at least one song playable in the current style // check that this course has at least one song playable in the current style
if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyleDef()->m_StepsType) ) if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
continue; continue;
if( sThisSection != sLastSection ) // new section, make a section item if( sThisSection != sLastSection ) // new section, make a section item
@@ -1524,7 +1524,7 @@ int MusicWheel::GetPreferredSelectionForRandomOrPortal()
if( GAMESTATE->m_PreferredDifficulty[p] != DIFFICULTY_INVALID ) if( GAMESTATE->m_PreferredDifficulty[p] != DIFFICULTY_INVALID )
vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] ); vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
#define NUM_PROBES 1000 #define NUM_PROBES 1000
for( int i=0; i<NUM_PROBES; i++ ) for( int i=0; i<NUM_PROBES; i++ )
+2 -2
View File
@@ -197,9 +197,9 @@ void MusicWheelItem::RefreshGrades()
dc = GAMESTATE->m_PreferredDifficulty[p]; dc = GAMESTATE->m_PreferredDifficulty[p];
Grade grade; Grade grade;
if( PROFILEMAN->IsUsingProfile((PlayerNumber)p) ) if( PROFILEMAN->IsUsingProfile((PlayerNumber)p) )
grade = PROFILEMAN->GetHighScoreForDifficulty( data->m_pSong, GAMESTATE->GetCurrentStyleDef(), (ProfileSlot)p, dc ).grade; grade = PROFILEMAN->GetHighScoreForDifficulty( data->m_pSong, GAMESTATE->GetCurrentStyle(), (ProfileSlot)p, dc ).grade;
else else
grade = PROFILEMAN->GetHighScoreForDifficulty( data->m_pSong, GAMESTATE->GetCurrentStyleDef(), PROFILE_SLOT_MACHINE, dc ).grade; grade = PROFILEMAN->GetHighScoreForDifficulty( data->m_pSong, GAMESTATE->GetCurrentStyle(), PROFILE_SLOT_MACHINE, dc ).grade;
m_GradeDisplay[p].SetGrade( (PlayerNumber)p, grade ); m_GradeDisplay[p].SetGrade( (PlayerNumber)p, grade );
} }
+3 -3
View File
@@ -88,7 +88,7 @@ void NoteField::Load( const NoteData* pNoteData, PlayerNumber pn, int iFirstPixe
m_ActiveHoldNotes.clear(); m_ActiveHoldNotes.clear();
this->CopyAll( pNoteData ); this->CopyAll( pNoteData );
ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer ); ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer );
CacheAllUsedNoteSkins(); CacheAllUsedNoteSkins();
RefreshBeatToNoteSkin(); RefreshBeatToNoteSkin();
@@ -179,9 +179,9 @@ void NoteField::Update( float fDeltaTime )
float NoteField::GetWidth() float NoteField::GetWidth()
{ {
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
float fMinX, fMaxX; float fMinX, fMaxX;
pStyleDef->GetMinAndMaxColX( m_PlayerNumber, fMinX, fMaxX ); pStyle->GetMinAndMaxColX( m_PlayerNumber, fMinX, fMaxX );
return fMaxX - fMinX + ARROW_SIZE; return fMaxX - fMinX + ARROW_SIZE;
} }
+1 -1
View File
@@ -5,7 +5,7 @@
#include "ActorFrame.h" #include "ActorFrame.h"
#include "BitmapText.h" #include "BitmapText.h"
#include "PrefsManager.h" #include "PrefsManager.h"
#include "StyleDef.h" #include "Style.h"
#include "BitmapText.h" #include "BitmapText.h"
#include "Quad.h" #include "Quad.h"
#include "NoteDataWithScoring.h" #include "NoteDataWithScoring.h"
+3 -3
View File
@@ -97,7 +97,7 @@ void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
const Game game = GAMEMAN->StringToGameType( bits[0] ); const Game game = GAMEMAN->StringToGameType( bits[0] );
ASSERT(game != GAME_INVALID); ASSERT(game != GAME_INVALID);
const StyleDef *style = GAMEMAN->GameAndStringToStyle( game, bits[1] ); const Style *style = GAMEMAN->GameAndStringToStyle( game, bits[1] );
ASSERT(style != NULL); ASSERT(style != NULL);
Styles.insert(style); Styles.insert(style);
} }
@@ -161,7 +161,7 @@ bool NoteFieldMode::MatchesCurrentGame() const
if(Styles.empty()) if(Styles.empty())
return true; return true;
if(Styles.find(GAMESTATE->m_pCurStyleDef) == Styles.end()) if(Styles.find(GAMESTATE->m_pCurStyle) == Styles.end())
return false; return false;
return true; return true;
@@ -173,7 +173,7 @@ void NoteFieldPositioning::Load(PlayerNumber pn)
mode = NoteFieldMode(); /* reset */ mode = NoteFieldMode(); /* reset */
const StyleDef *s = GAMESTATE->GetCurrentStyleDef(); const Style *s = GAMESTATE->GetCurrentStyle();
/* Load the settings in the style table by default. */ /* Load the settings in the style table by default. */
for(int tn = 0; tn < MAX_NOTE_TRACKS; ++tn) for(int tn = 0; tn < MAX_NOTE_TRACKS; ++tn)
+2 -2
View File
@@ -2,7 +2,7 @@
#define NOTEFIELD_POSITIONING_H #define NOTEFIELD_POSITIONING_H
#include "PlayerNumber.h" #include "PlayerNumber.h"
#include "StyleDef.h" #include "Style.h"
#include "PlayerNumber.h" #include "PlayerNumber.h"
#include "Actor.h" #include "Actor.h"
@@ -26,7 +26,7 @@ struct NoteFieldMode
CString m_Id; CString m_Id;
/* Styles that this is valid for; empty means all. */ /* Styles that this is valid for; empty means all. */
set<const StyleDef*> Styles; set<const Style*> Styles;
Actor m_Center; Actor m_Center;
Actor m_CenterTrack[MAX_NOTE_TRACKS]; Actor m_CenterTrack[MAX_NOTE_TRACKS];
+3 -3
View File
@@ -5,7 +5,7 @@
#include "GameState.h" #include "GameState.h"
#include "GameDef.h" #include "GameDef.h"
#include "StyleInput.h" #include "StyleInput.h"
#include "StyleDef.h" #include "Style.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "GameManager.h" #include "GameManager.h"
#include "arch/arch.h" #include "arch/arch.h"
@@ -185,11 +185,11 @@ RageColor NoteSkinManager::GetMetricC( CString sNoteSkinName, CString sButtonNam
CString NoteSkinManager::ColToButtonName(int col) CString NoteSkinManager::ColToButtonName(int col)
{ {
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef(); const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
StyleInput SI( PLAYER_1, col ); StyleInput SI( PLAYER_1, col );
GameInput GI = pStyleDef->StyleInputToGameInput( SI ); GameInput GI = pStyle->StyleInputToGameInput( SI );
return pGameDef->m_szButtonNames[GI.button]; return pGameDef->m_szButtonNames[GI.button];
} }
+1 -1
View File
@@ -8,7 +8,7 @@
#include "ProfileManager.h" #include "ProfileManager.h"
#include "SongManager.h" #include "SongManager.h"
#include "Course.h" #include "Course.h"
#include "StyleDef.h" #include "Style.h"
#define SHIFT_X(p) THEME->GetMetricF(m_sName, ssprintf("ShiftP%iX", p+1)) #define SHIFT_X(p) THEME->GetMetricF(m_sName, ssprintf("ShiftP%iX", p+1))
#define SHIFT_Y(p) THEME->GetMetricF(m_sName, ssprintf("ShiftP%iY", p+1)) #define SHIFT_Y(p) THEME->GetMetricF(m_sName, ssprintf("ShiftP%iY", p+1))
+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. */ /* Ensure that this is up-to-date. */
GAMESTATE->m_pPosition->Load(pn); GAMESTATE->m_pPosition->Load(pn);
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
// init scoring // init scoring
NoteDataWithScoring::Init(); NoteDataWithScoring::Init();
@@ -140,7 +140,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
// m_pScore->Init( pn ); // m_pScore->Init( pn );
/* Apply transforms. */ /* 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 ) switch( GAMESTATE->m_PlayMode )
{ {
@@ -148,7 +148,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
case PLAY_MODE_BATTLE: case PLAY_MODE_BATTLE:
{ {
// ugly, ugly, ugly. Works only w/ dance. // 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 // shuffle either p1 or p2
static int count = 0; static int count = 0;
@@ -186,7 +186,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
m_ArrowBackdrop.SetPlayer( pn ); m_ArrowBackdrop.SetPlayer( pn );
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1; 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.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y ); m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
m_AttackDisplay.SetX( ATTACK_DISPLAY_X(m_PlayerNumber,bPlayerUsingBothSides) ); 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 ); m_AttackDisplay.Command( g_NoteFieldMode[pn].m_AttackDisplayCmd );
int c; int c;
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ ) for( c=0; c<pStyle->m_iColsPerPlayer; c++ )
{ {
NoteFieldMode &mode = g_NoteFieldMode[pn]; NoteFieldMode &mode = g_NoteFieldMode[pn];
m_HoldJudgment[c].Command( mode.m_HoldJudgmentCmd[c] ); m_HoldJudgment[c].Command( mode.m_HoldJudgmentCmd[c] );
@@ -260,7 +260,7 @@ void PlayerMinus::Update( float fDeltaTime )
// Update Y positions // 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 fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(c);
float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE ); 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 // 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) ); ASSERT_M( iNumCols < MAX_COLS_PER_PLAYER, ssprintf("%i >= %i", iNumCols, MAX_COLS_PER_PLAYER) );
for( int col=0; col < iNumCols; ++col ) for( int col=0; col < iNumCols; ++col )
{ {
CHECKPOINT_M( ssprintf("%i %i", col, iNumCols) ); CHECKPOINT_M( ssprintf("%i %i", col, iNumCols) );
const StyleInput StyleI( m_PlayerNumber, col ); 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 ); bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
// TODO: Make this work for non-human-controlled players // TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && GAMESTATE->m_PlayerController[m_PlayerNumber]==PC_HUMAN ) 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 continue; // hold hasn't happened yet
const StyleInput StyleI( m_PlayerNumber, hn.iTrack ); 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 // if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = GetTapNoteScore( hn.iTrack, hn.iStartRow ); const TapNoteScore tns = GetTapNoteScore( hn.iTrack, hn.iStartRow );
@@ -475,7 +475,7 @@ void PlayerMinus::ApplyWaitingTransforms()
if( po.m_sNoteSkin != "" ) if( po.m_sNoteSkin != "" )
GAMESTATE->SetNoteSkinForBeatRange( m_PlayerNumber, po.m_sNoteSkin, fStartBeat, fEndBeat ); 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) ); m_pNoteField->CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat) );
} }
GAMESTATE->m_ModsToApply[m_PlayerNumber].clear(); GAMESTATE->m_ModsToApply[m_PlayerNumber].clear();
@@ -484,7 +484,7 @@ void PlayerMinus::ApplyWaitingTransforms()
void PlayerMinus::DrawPrimitives() void PlayerMinus::DrawPrimitives()
{ {
// May have both players in doubles (for battle play); only draw primary player. // 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 ) m_PlayerNumber != GAMESTATE->m_MasterPlayerNumber )
return; return;
@@ -1055,7 +1055,7 @@ void PlayerMinus::CrossedMineRow( int iNoteRow )
if( GetTapNote(t,iNoteRow) == TAP_MINE ) if( GetTapNote(t,iNoteRow) == TAP_MINE )
{ {
const StyleInput StyleI( m_PlayerNumber, t ); 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 ) if( PREFSMAN->m_fPadStickSeconds > 0 )
{ {
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI ); float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
+1 -1
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@@ -481,7 +481,7 @@ void PlayerOptions::ToggleOneTurn( Turn t )
float PlayerOptions::GetReversePercentForColumn( int iCol ) float PlayerOptions::GetReversePercentForColumn( int iCol )
{ {
float f = 0; float f = 0;
int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
f += m_fScrolls[SCROLL_REVERSE]; f += m_fScrolls[SCROLL_REVERSE];
+3 -3
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@@ -785,11 +785,11 @@ XNode* Profile::SaveGeneralDataCreateNode() const
{ {
XNode* pNumSongsPlayedByStyle = pGeneralDataNode->AppendChild("NumSongsPlayedByStyle"); XNode* pNumSongsPlayedByStyle = pGeneralDataNode->AppendChild("NumSongsPlayedByStyle");
for( map<const StyleDef*,int>::const_iterator iter = m_iNumSongsPlayedByStyle.begin(); for( map<const Style*,int>::const_iterator iter = m_iNumSongsPlayedByStyle.begin();
iter != m_iNumSongsPlayedByStyle.end(); iter != m_iNumSongsPlayedByStyle.end();
iter++ ) iter++ )
{ {
const StyleDef *s = iter->first; const Style *s = iter->first;
const GameDef *g = GAMEMAN->GetGameDefForGame( s->m_Game ); const GameDef *g = GAMEMAN->GetGameDefForGame( s->m_Game );
ASSERT( g ); ASSERT( g );
int iNumPlays = iter->second; int iNumPlays = iter->second;
@@ -945,7 +945,7 @@ void Profile::LoadGeneralDataFromNode( const XNode* pNode )
CString sStyle; CString sStyle;
if( !style->GetAttrValue( "Style", sStyle ) ) if( !style->GetAttrValue( "Style", sStyle ) )
WARN_AND_CONTINUE; WARN_AND_CONTINUE;
const StyleDef* s = GAMEMAN->GameAndStringToStyle( g, sStyle ); const Style* s = GAMEMAN->GameAndStringToStyle( g, sStyle );
if( s == NULL ) if( s == NULL )
WARN_AND_CONTINUE; WARN_AND_CONTINUE;
+2 -2
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@@ -40,7 +40,7 @@ const CString PUBLIC_KEY_FILE = "public.key";
const CString SCREENSHOTS_SUBDIR = "Screenshots/"; const CString SCREENSHOTS_SUBDIR = "Screenshots/";
const CString EDITS_SUBDIR = "Edits/"; const CString EDITS_SUBDIR = "Edits/";
class StyleDef; class Style;
class Song; class Song;
class Steps; class Steps;
@@ -111,7 +111,7 @@ public:
set<int> m_UnlockedSongs; set<int> m_UnlockedSongs;
mutable CString m_sLastPlayedMachineGuid; // mutable because we overwrite this on save, and I don't want to remove const from the whole save chain. -Chris mutable CString m_sLastPlayedMachineGuid; // mutable because we overwrite this on save, and I don't want to remove const from the whole save chain. -Chris
int m_iNumSongsPlayedByPlayMode[NUM_PLAY_MODES]; int m_iNumSongsPlayedByPlayMode[NUM_PLAY_MODES];
map<const StyleDef*,int> m_iNumSongsPlayedByStyle; map<const Style*,int> m_iNumSongsPlayedByStyle;
int m_iNumSongsPlayedByDifficulty[NUM_DIFFICULTIES]; int m_iNumSongsPlayedByDifficulty[NUM_DIFFICULTIES];
int m_iNumSongsPlayedByMeter[MAX_METER+1]; int m_iNumSongsPlayedByMeter[MAX_METER+1];
int m_iNumSongsPassedByPlayMode[NUM_PLAY_MODES]; int m_iNumSongsPassedByPlayMode[NUM_PLAY_MODES];
+5 -5
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@@ -360,19 +360,19 @@ void PrintStatistics( RageFile &f, const Profile *pProfile, CString sTitle, vect
{ {
BEGIN_TABLE(4); BEGIN_TABLE(4);
for( map<const StyleDef*,int>::const_iterator iter = pProfile->m_iNumSongsPlayedByStyle.begin(); for( map<const Style*,int>::const_iterator iter = pProfile->m_iNumSongsPlayedByStyle.begin();
iter != pProfile->m_iNumSongsPlayedByStyle.end(); iter != pProfile->m_iNumSongsPlayedByStyle.end();
iter++ ) iter++ )
{ {
const StyleDef* pStyleDef = iter->first; const Style* pStyle = iter->first;
int iNumTimesPlayed = iter->second; int iNumTimesPlayed = iter->second;
StepsType st = pStyleDef->m_StepsType; StepsType st = pStyle->m_StepsType;
// only show if this style plays a StepsType that we're showing // only show if this style plays a StepsType that we're showing
if( find(vStepsTypesToShow.begin(),vStepsTypesToShow.end(),st) == vStepsTypesToShow.end() ) if( find(vStepsTypesToShow.begin(),vStepsTypesToShow.end(),st) == vStepsTypesToShow.end() )
continue; // skip continue; // skip
if( StylesToShow.find(pStyleDef->m_szName) == StylesToShow.end() ) if( StylesToShow.find(pStyle->m_szName) == StylesToShow.end() )
continue; continue;
TABLE_LINE2( GAMEMAN->StyleToThemedString(pStyleDef), iNumTimesPlayed ); TABLE_LINE2( GAMEMAN->StyleToThemedString(pStyle), iNumTimesPlayed );
} }
END_TABLE; END_TABLE;
} }
+1 -1
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@@ -426,7 +426,7 @@ void ProfileManager::IncrementStepsPlayCount( const Song* pSong, const Steps* pS
PROFILEMAN->GetMachineProfile()->IncrementStepsPlayCount( pSong, pSteps ); PROFILEMAN->GetMachineProfile()->IncrementStepsPlayCount( pSong, pSteps );
} }
HighScore ProfileManager::GetHighScoreForDifficulty( const Song *s, const StyleDef *st, ProfileSlot slot, Difficulty dc ) const HighScore ProfileManager::GetHighScoreForDifficulty( const Song *s, const Style *st, ProfileSlot slot, Difficulty dc ) const
{ {
// return max grade of notes in difficulty class // return max grade of notes in difficulty class
vector<Steps*> aNotes; vector<Steps*> aNotes;
+2 -2
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@@ -8,7 +8,7 @@
#include "Profile.h" #include "Profile.h"
class Song; class Song;
class StyleDef; class Style;
class ProfileManager class ProfileManager
{ {
@@ -64,7 +64,7 @@ public:
bool IsSongNew( const Song* pSong ) const { return GetSongNumTimesPlayed(pSong,PROFILE_SLOT_MACHINE)==0; } bool IsSongNew( const Song* pSong ) const { return GetSongNumTimesPlayed(pSong,PROFILE_SLOT_MACHINE)==0; }
void AddStepsScore( const Song* pSong, const Steps* pSteps, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut ); void AddStepsScore( const Song* pSong, const Steps* pSteps, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut );
void IncrementStepsPlayCount( const Song* pSong, const Steps* pSteps, PlayerNumber pn ); void IncrementStepsPlayCount( const Song* pSong, const Steps* pSteps, PlayerNumber pn );
HighScore GetHighScoreForDifficulty( const Song *s, const StyleDef *st, ProfileSlot slot, Difficulty dc ) const; HighScore GetHighScoreForDifficulty( const Song *s, const Style *st, ProfileSlot slot, Difficulty dc ) const;
// //
// Course stats // Course stats
+2 -2
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@@ -19,9 +19,9 @@ void ReceptorArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseO
m_PlayerNumber = pn; m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffset; m_fYReverseOffsetPixels = fYReverseOffset;
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
m_iNumCols = pStyleDef->m_iColsPerPlayer; m_iNumCols = pStyle->m_iColsPerPlayer;
for( int c=0; c<m_iNumCols; c++ ) for( int c=0; c<m_iNumCols; c++ )
m_ReceptorArrow[c].Load( NoteSkin, m_PlayerNumber, c ); m_ReceptorArrow[c].Load( NoteSkin, m_PlayerNumber, c );
+1 -1
View File
@@ -5,7 +5,7 @@
#include "ReceptorArrow.h" #include "ReceptorArrow.h"
#include "ActorFrame.h" #include "ActorFrame.h"
#include "StyleDef.h" #include "Style.h"
#include "GameConstantsAndTypes.h" #include "GameConstantsAndTypes.h"
+4 -4
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@@ -34,9 +34,9 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
/* We might have been given lots of songs; don't keep them in memory uncompressed. */ /* We might have been given lots of songs; don't keep them in memory uncompressed. */
pSteps->Compress(); pSteps->Compress();
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData playerNoteData; NoteData playerNoteData;
pStyleDef->GetTransformedNoteDataForStyle( pn_, &notedata, &playerNoteData ); pStyle->GetTransformedNoteDataForStyle( pn_, &notedata, &playerNoteData );
/* Apply transforms to find out how the notes will really look. /* Apply transforms to find out how the notes will really look.
* *
@@ -46,7 +46,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
* the last call to StoreSelectedOptions and the modifiers list, but that'd * the last call to StoreSelectedOptions and the modifiers list, but that'd
* mean moving the queues in ScreenGameplay to GameState ... */ * mean moving the queues in ScreenGameplay to GameState ... */
NoteData playerNoteDataPostModifiers(playerNoteData); NoteData playerNoteDataPostModifiers(playerNoteData);
NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, GAMESTATE->m_PlayerOptions[pn_], GAMESTATE->GetCurrentStyleDef()->m_StepsType ); NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, GAMESTATE->m_PlayerOptions[pn_], GAMESTATE->GetCurrentStyle()->m_StepsType );
for( unsigned j=0; j < asModifiers[i].size(); j++ ) for( unsigned j=0; j < asModifiers[i].size(); j++ )
{ {
@@ -57,7 +57,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
float fStartBeat, fEndBeat; float fStartBeat, fEndBeat;
mod.GetAttackBeats( pSong, m_PlayerNumber, fStartBeat, fEndBeat ); mod.GetAttackBeats( pSong, m_PlayerNumber, fStartBeat, fEndBeat );
NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, po, GAMESTATE->GetCurrentStyleDef()->m_StepsType, fStartBeat, fEndBeat ); NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, po, GAMESTATE->GetCurrentStyle()->m_StepsType, fStartBeat, fEndBeat );
} }
RadarValues radarValuesPostModifiers; RadarValues radarValuesPostModifiers;
+2 -2
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@@ -7,7 +7,7 @@
#include "GameState.h" #include "GameState.h"
#include "SongManager.h" #include "SongManager.h"
#include "Steps.h" #include "Steps.h"
#include "StyleDef.h" #include "Style.h"
#include "CodeDetector.h" #include "CodeDetector.h"
#include "ProfileManager.h" #include "ProfileManager.h"
#include "StepMania.h" #include "StepMania.h"
@@ -92,7 +92,7 @@ void ScreenAward::Input( const DeviceInput& DeviceI, const InputEventType type,
if( GameI.IsValid() ) if( GameI.IsValid() )
{ {
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller ); PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT) ) if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT) )
{ {
+1 -1
View File
@@ -20,7 +20,7 @@ const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be sam
bool PrepareForDemonstration() // always return true. bool PrepareForDemonstration() // always return true.
{ {
GAMESTATE->m_pCurStyleDef = GAMEMAN->GetDemonstrationStyleForGame(GAMESTATE->m_CurGame); GAMESTATE->m_pCurStyle = GAMEMAN->GetDemonstrationStyleForGame(GAMESTATE->m_CurGame);
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
+4 -4
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@@ -437,7 +437,7 @@ void ScreenEdit::Update( float fDeltaTime )
{ {
// add or extend holds // add or extend holds
for( int t=0; t<GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; t++ ) // for each track for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
{ {
StyleInput StyleI( PLAYER_1, t ); StyleInput StyleI( PLAYER_1, t );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI ); float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI );
@@ -705,7 +705,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
const float fSongBeat = GAMESTATE->m_fSongBeat; const float fSongBeat = GAMESTATE->m_fSongBeat;
const int iSongIndex = BeatToNoteRow( fSongBeat ); const int iSongIndex = BeatToNoteRow( fSongBeat );
if( iCol >= m_NoteFieldEdit.GetNumTracks() ) // this button is not in the range of columns for this StyleDef if( iCol >= m_NoteFieldEdit.GetNumTracks() ) // this button is not in the range of columns for this Style
break; break;
int i; int i;
@@ -1751,7 +1751,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
{ {
HandleAreaMenuChoice( cut, NULL ); HandleAreaMenuChoice( cut, NULL );
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
TurnType tt = (TurnType)iAnswers[c]; TurnType tt = (TurnType)iAnswers[c];
switch( tt ) switch( tt )
{ {
@@ -1771,7 +1771,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
float fBeginBeat = m_NoteFieldEdit.m_fBeginMarker; float fBeginBeat = m_NoteFieldEdit.m_fBeginMarker;
float fEndBeat = m_NoteFieldEdit.m_fEndMarker; float fEndBeat = m_NoteFieldEdit.m_fEndMarker;
TransformType tt = (TransformType)iAnswers[c]; TransformType tt = (TransformType)iAnswers[c];
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
switch( tt ) switch( tt )
{ {
case noholds: NoteDataUtil::RemoveHoldNotes( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break; case noholds: NoteDataUtil::RemoveHoldNotes( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
+1 -1
View File
@@ -105,7 +105,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
EditMenu::Action action = m_Selector.GetSelectedAction(); EditMenu::Action action = m_Selector.GetSelectedAction();
GAMESTATE->m_pCurSong = pSong; GAMESTATE->m_pCurSong = pSong;
GAMESTATE->m_pCurStyleDef = GAMEMAN->GetEditorStyleForNotesType( st ); GAMESTATE->m_pCurStyle = GAMEMAN->GetEditorStyleForNotesType( st );
GAMESTATE->m_pCurSteps[PLAYER_1] = pSteps; GAMESTATE->m_pCurSteps[PLAYER_1] = pSteps;
// //
+4 -4
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@@ -10,7 +10,7 @@
#include "GameState.h" #include "GameState.h"
#include "MemoryCardManager.h" #include "MemoryCardManager.h"
#include "RageLog.h" #include "RageLog.h"
#include "StyleDef.h" #include "Style.h"
#include "GameManager.h" #include "GameManager.h"
#include "SongUtil.h" #include "SongUtil.h"
#include "ScreenManager.h" #include "ScreenManager.h"
@@ -36,7 +36,7 @@ CString GetStatsLineTitle( PlayerNumber pn, EndingStatsLine line )
case PERCENT_COMPLETE_CHALLENGE: case PERCENT_COMPLETE_CHALLENGE:
// Ugly... // Ugly...
{ {
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
CString sStepsType = GAMEMAN->NotesTypeToThemedString(st); CString sStepsType = GAMEMAN->NotesTypeToThemedString(st);
if( GAMESTATE->IsCourseMode() ) if( GAMESTATE->IsCourseMode() )
{ {
@@ -72,7 +72,7 @@ CString GetStatsLineValue( PlayerNumber pn, EndingStatsLine line )
case PERCENT_COMPLETE_CHALLENGE: case PERCENT_COMPLETE_CHALLENGE:
// Ugly... // Ugly...
{ {
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
CString sStepsType = GAMEMAN->NotesTypeToThemedString(st); CString sStepsType = GAMEMAN->NotesTypeToThemedString(st);
if( GAMESTATE->IsCourseMode() ) if( GAMESTATE->IsCourseMode() )
{ {
@@ -102,7 +102,7 @@ ScreenEnding::ScreenEnding( CString sClassName ) : ScreenAttract( sClassName, fa
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false);
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
GAMESTATE->m_pCurStyleDef = GAMEMAN->GameAndStringToStyle( GAME_DANCE, "versus" ); GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAME_DANCE, "versus" );
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true; GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
+4 -4
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@@ -101,7 +101,7 @@ void ScreenEvaluation::Init()
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false);
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
GAMESTATE->m_pCurStyleDef = GAMEMAN->GameAndStringToStyle( GAME_DANCE, "versus" ); GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAME_DANCE, "versus" );
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true; GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
@@ -942,7 +942,7 @@ void ScreenEvaluation::CommitScores(
memcpy( hs.iHoldNoteScores, stageStats.iHoldNoteScores[p], sizeof(hs.iHoldNoteScores) ); memcpy( hs.iHoldNoteScores, stageStats.iHoldNoteScores[p], sizeof(hs.iHoldNoteScores) );
memcpy( hs.fRadarActual, stageStats.fRadarActual[p], sizeof(hs.fRadarActual) ); memcpy( hs.fRadarActual, stageStats.fRadarActual[p], sizeof(hs.fRadarActual) );
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
switch( m_Type ) switch( m_Type )
{ {
@@ -1007,7 +1007,7 @@ void ScreenEvaluation::CommitScores(
HighScore &hs = m_HighScore[p]; HighScore &hs = m_HighScore[p];
Profile* pProfile = PROFILEMAN->GetMachineProfile(); Profile* pProfile = PROFILEMAN->GetMachineProfile();
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const HighScoreList *pHSL = NULL; const HighScoreList *pHSL = NULL;
switch( m_Type ) switch( m_Type )
@@ -1413,7 +1413,7 @@ void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType t
if( GameI.IsValid() ) if( GameI.IsValid() )
{ {
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller ); PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
HighScore &hs = m_HighScore[pn]; HighScore &hs = m_HighScore[pn];
+3 -3
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@@ -6,7 +6,7 @@
#include "PrefsManager.h" #include "PrefsManager.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
#include "InputMapper.h" #include "InputMapper.h"
#include "CodeDetector.h" #include "CodeDetector.h"
#include "Steps.h" #include "Steps.h"
@@ -247,7 +247,7 @@ void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
if( m_bMadeChoice ) if( m_bMadeChoice )
return; return;
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller ); PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) ) if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
{ {
@@ -637,7 +637,7 @@ void ScreenEz2SelectMusic::MusicChanged()
for( pn = 0; pn < NUM_PLAYERS; ++pn) for( pn = 0; pn < NUM_PLAYERS; ++pn)
{ {
pSong->GetSteps( m_arrayNotes[pn], GAMESTATE->GetCurrentStyleDef()->m_StepsType ); pSong->GetSteps( m_arrayNotes[pn], GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::SortNotesArrayByDifficulty( m_arrayNotes[pn] ); StepsUtil::SortNotesArrayByDifficulty( m_arrayNotes[pn] );
} }
+8 -8
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@@ -222,7 +222,7 @@ void ScreenGameplay::Init()
g_CurStageStats.pSong = NULL; // set in LoadNextSong g_CurStageStats.pSong = NULL; // set in LoadNextSong
g_CurStageStats.playMode = GAMESTATE->m_PlayMode; g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
g_CurStageStats.pStyleDef = GAMESTATE->m_pCurStyleDef; g_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
FOREACH_EnabledPlayer(p) FOREACH_EnabledPlayer(p)
{ {
@@ -302,7 +302,7 @@ void ScreenGameplay::Init()
FOREACH_EnabledPlayer(p) FOREACH_EnabledPlayer(p)
{ {
float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p]; float fPlayerX = (float) GAMESTATE->GetCurrentStyle()->m_iCenterX[p];
/* Perhaps this should be handled better by defining a new /* Perhaps this should be handled better by defining a new
* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER, * StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
@@ -311,7 +311,7 @@ void ScreenGameplay::Init()
if( PREFSMAN->m_bSoloSingle && if( PREFSMAN->m_bSoloSingle &&
GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE && GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE && GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT ) GAMESTATE->GetCurrentStyle()->m_StyleType == Style::ONE_PLAYER_ONE_CREDIT )
fPlayerX = SCREEN_WIDTH/2; fPlayerX = SCREEN_WIDTH/2;
m_Player[p].SetX( fPlayerX ); m_Player[p].SetX( fPlayerX );
@@ -797,9 +797,9 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
NoteData pOriginalNoteData; NoteData pOriginalNoteData;
GAMESTATE->m_pCurSteps[p]->GetNoteData( &pOriginalNoteData ); GAMESTATE->m_pCurSteps[p]->GetNoteData( &pOriginalNoteData );
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData pNewNoteData; NoteData pNewNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData ); pStyle->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] ); m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
} }
@@ -1417,7 +1417,7 @@ void ScreenGameplay::Update( float fDeltaTime )
// //
// update lights // update lights
// //
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
bool bBlinkCabinetLight[NUM_CABINET_LIGHTS]; bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
ZERO( bBlinkCabinetLight ); ZERO( bBlinkCabinetLight );
@@ -1453,7 +1453,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( bBlink ) if( bBlink )
{ {
StyleInput si( pn, t ); StyleInput si( pn, t );
GameInput gi = pStyleDef->StyleInputToGameInput( si ); GameInput gi = pStyle->StyleInputToGameInput( si );
bBlinkGameButton[gi.controller][gi.button] |= bBlink; bBlinkGameButton[gi.controller][gi.button] |= bBlink;
} }
} }
@@ -1478,7 +1478,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( hn.iStartRow <= iSongRow && iSongRow <= hn.iEndRow ) if( hn.iStartRow <= iSongRow && iSongRow <= hn.iEndRow )
{ {
StyleInput si( pn, hn.iTrack ); StyleInput si( pn, hn.iTrack );
GameInput gi = pStyleDef->StyleInputToGameInput( si ); GameInput gi = pStyle->StyleInputToGameInput( si );
bBlinkGameButton[gi.controller][gi.button] |= true; bBlinkGameButton[gi.controller][gi.button] |= true;
} }
} }
+4 -4
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@@ -130,7 +130,7 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
m_pLifeMeterBar->FillForHowToPlay( NUM_PERFECTS, NUM_MISSES ); m_pLifeMeterBar->FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
} }
GAMESTATE->m_pCurStyleDef = GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_CurGame); GAMESTATE->m_pCurStyle = GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_CurGame);
if( USEPLAYER ) if( USEPLAYER )
{ {
@@ -138,15 +138,15 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
smfile.LoadFromSMFile( THEME->GetPathToO(STEPFILE), m_Song, false ); smfile.LoadFromSMFile( THEME->GetPathToO(STEPFILE), m_Song, false );
m_Song.AddAutoGenNotes(); m_Song.AddAutoGenNotes();
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
vector<Steps *> notes; vector<Steps *> notes;
m_Song.GetSteps( notes, pStyleDef->m_StepsType ); m_Song.GetSteps( notes, pStyle->m_StepsType );
ASSERT( notes.size() >= 1 ); ASSERT( notes.size() >= 1 );
NoteData TempNoteData; NoteData TempNoteData;
notes[0]->GetNoteData( &TempNoteData ); notes[0]->GetNoteData( &TempNoteData );
pStyleDef->GetTransformedNoteDataForStyle( PLAYER_1, &TempNoteData, &m_NoteData ); pStyle->GetTransformedNoteDataForStyle( PLAYER_1, &TempNoteData, &m_NoteData );
GAMESTATE->m_pCurSong = &m_Song; GAMESTATE->m_pCurSong = &m_Song;
GAMESTATE->m_bPastHereWeGo = true; GAMESTATE->m_bPastHereWeGo = true;
+2 -2
View File
@@ -74,7 +74,7 @@ bool ScreenJukebox::SetSong( bool bDemonstration )
continue; // skip continue; // skip
Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ]; Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ];
Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyleDef()->m_StepsType, dc ); Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
if( pSteps == NULL ) if( pSteps == NULL )
continue; // skip continue; // skip
@@ -96,7 +96,7 @@ bool ScreenJukebox::SetSong( bool bDemonstration )
bool ScreenJukebox::PrepareForJukebox( bool bDemonstration ) // always return true. bool ScreenJukebox::PrepareForJukebox( bool bDemonstration ) // always return true.
{ {
// ScreeJukeboxMenu must set this // ScreeJukeboxMenu must set this
ASSERT( GAMESTATE->m_pCurStyleDef ); ASSERT( GAMESTATE->m_pCurStyle );
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
SetSong( bDemonstration ); SetSong( bDemonstration );
+3 -3
View File
@@ -22,7 +22,7 @@ ScreenJukeboxMenu::ScreenJukeboxMenu( CString sClassName ) : ScreenWithMenuEleme
{ {
LOG->Trace( "ScreenJukeboxMenu::ScreenJukeboxMenu()" ); LOG->Trace( "ScreenJukeboxMenu::ScreenJukeboxMenu()" );
GAMESTATE->m_pCurStyleDef = NULL; GAMESTATE->m_pCurStyle = NULL;
FOREACH_PlayerNumber( pn ) FOREACH_PlayerNumber( pn )
GAMESTATE->m_bSideIsJoined[pn] = true; GAMESTATE->m_bSideIsJoined[pn] = true;
@@ -84,12 +84,12 @@ void ScreenJukeboxMenu::MenuStart( PlayerNumber pn )
if( IsTransitioning() ) if( IsTransitioning() )
return; return;
const StyleDef *style = m_Selector.GetSelectedStyle(); const Style *style = m_Selector.GetSelectedStyle();
CString sGroup = m_Selector.GetSelectedGroup(); CString sGroup = m_Selector.GetSelectedGroup();
Difficulty dc = m_Selector.GetSelectedDifficulty(); Difficulty dc = m_Selector.GetSelectedDifficulty();
bool bModifiers = m_Selector.GetSelectedModifiers(); bool bModifiers = m_Selector.GetSelectedModifiers();
GAMESTATE->m_pCurStyleDef = style; GAMESTATE->m_pCurStyle = style;
GAMESTATE->m_sPreferredGroup = (sGroup=="ALL MUSIC") ? GROUP_ALL_MUSIC : sGroup; GAMESTATE->m_sPreferredGroup = (sGroup=="ALL MUSIC") ? GROUP_ALL_MUSIC : sGroup;
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
GAMESTATE->m_PreferredDifficulty[p] = dc; GAMESTATE->m_PreferredDifficulty[p] = dc;
+10 -10
View File
@@ -180,30 +180,30 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
GAMESTATE->m_pPosition->Load( (PlayerNumber)p ); GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
m_ReceptorArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 ); m_ReceptorArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
m_ReceptorArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] ); m_ReceptorArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyle()->m_iCenterX[p] );
m_ReceptorArrowRow[p].SetY( SCREEN_TOP + 100 ); m_ReceptorArrowRow[p].SetY( SCREEN_TOP + 100 );
this->AddChild( &m_ReceptorArrowRow[p] ); this->AddChild( &m_ReceptorArrowRow[p] );
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyleDef->m_iColsPerPlayer, -1); m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
int CurrentStringIndex = 0; int CurrentStringIndex = 0;
for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ ) for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
{ {
if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH) if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
continue; /* We have enough columns. */ continue; /* We have enough columns. */
/* Find out if this column is associated with the START menu button. */ /* Find out if this column is associated with the START menu button. */
StyleInput si((PlayerNumber)p, t); StyleInput si((PlayerNumber)p, t);
GameInput gi=GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput(si); GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si);
MenuInput m=GAMESTATE->GetCurrentGameDef()->GameInputToMenuInput(gi); MenuInput m=GAMESTATE->GetCurrentGameDef()->GameInputToMenuInput(gi);
if(m.button == MENU_BUTTON_START) if(m.button == MENU_BUTTON_START)
continue; continue;
m_ColToStringIndex[p][t] = CurrentStringIndex++; m_ColToStringIndex[p][t] = CurrentStringIndex++;
float ColX = pStyleDef->m_iCenterX[p] + pStyleDef->m_ColumnInfo[p][t].fXOffset; float ColX = pStyle->m_iCenterX[p] + pStyle->m_ColumnInfo[p][t].fXOffset;
m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathToF("ScreenNameEntry letters") ); m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathToF("ScreenNameEntry letters") );
m_textSelectedChars[p][t].SetX( ColX ); m_textSelectedChars[p][t].SetX( ColX );
@@ -222,7 +222,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
} }
m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntry category") ); m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntry category") );
m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] ); m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyle()->m_iCenterX[p] );
m_textCategory[p].SetY( CATEGORY_Y ); m_textCategory[p].SetY( CATEGORY_Y );
m_textCategory[p].SetZoom( CATEGORY_ZOOM ); m_textCategory[p].SetZoom( CATEGORY_ZOOM );
CString joined; CString joined;
@@ -293,7 +293,7 @@ void ScreenNameEntry::DrawPrimitives()
int iStartDrawingIndex = iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND; int iStartDrawingIndex = iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND;
iStartDrawingIndex += NUM_NAME_CHARS; // make positive iStartDrawingIndex += NUM_NAME_CHARS; // make positive
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
{ {
@@ -306,7 +306,7 @@ void ScreenNameEntry::DrawPrimitives()
for( int i=0; i<NUM_CHARS_TO_DRAW_TOTAL; i++ ) for( int i=0; i<NUM_CHARS_TO_DRAW_TOTAL; i++ )
{ {
char c = NAME_CHARS[iCharIndex]; char c = NAME_CHARS[iCharIndex];
for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ ) for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
{ {
if(m_ColToStringIndex[p][t] == -1) if(m_ColToStringIndex[p][t] == -1)
continue; continue;
@@ -330,7 +330,7 @@ void ScreenNameEntry::DrawPrimitives()
} }
for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ ) for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
{ {
m_textSelectedChars[p][t].Draw(); m_textSelectedChars[p][t].Draw();
} }
+2 -2
View File
@@ -131,7 +131,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true; GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
GAMESTATE->m_pCurStyleDef = GAMEMAN->GameAndStringToStyle( GAME_DANCE, "versus" ); GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAME_DANCE, "versus" );
StageStats ss; StageStats ss;
for( int z = 0; z < 3; ++z ) for( int z = 0; z < 3; ++z )
{ {
@@ -154,7 +154,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
hs.grade = GRADE_TIER_3; hs.grade = GRADE_TIER_3;
hs.fPercentDP = ss.GetPercentDancePoints((PlayerNumber)p); hs.fPercentDP = ss.GetPercentDancePoints((PlayerNumber)p);
hs.iScore = ss.iScore[p]; hs.iScore = ss.iScore[p];
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
int a, b; int a, b;
PROFILEMAN->AddStepsScore( ss.pSong, GAMESTATE->m_pCurSteps[p], (PlayerNumber)p, hs, a, b ); PROFILEMAN->AddStepsScore( ss.pSong, GAMESTATE->m_pCurSteps[p], (PlayerNumber)p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.pSong, GAMESTATE->m_pCurSteps[p], (PlayerNumber)p, hs, a, b ); PROFILEMAN->AddStepsScore( ss.pSong, GAMESTATE->m_pCurSteps[p], (PlayerNumber)p, hs, a, b );
+3 -3
View File
@@ -12,7 +12,7 @@
#include "ProfileManager.h" #include "ProfileManager.h"
#include "song.h" #include "song.h"
#include "Course.h" #include "Course.h"
#include "StyleDef.h" #include "Style.h"
const float ITEM_X[NUM_PLAYERS] = { 260, 420 }; const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
@@ -379,7 +379,7 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
/* Hack: if m_CurStyle is set, we're probably in the player or song options menu, so /* Hack: if m_CurStyle is set, we're probably in the player or song options menu, so
* the player name is meaningful. Otherwise, we're probably in the system menu. */ * the player name is meaningful. Otherwise, we're probably in the system menu. */
if( GAMESTATE->m_pCurStyleDef != NULL ) if( GAMESTATE->m_pCurStyle != NULL )
{ {
FOREACH_HumanPlayer( p ) FOREACH_HumanPlayer( p )
{ {
@@ -529,7 +529,7 @@ CString ScreenOptions::GetExplanationTitle( int iRow ) const
else if( GAMESTATE->m_pCurCourse ) else if( GAMESTATE->m_pCurCourse )
{ {
Course *pCourse = GAMESTATE->m_pCurCourse; Course *pCourse = GAMESTATE->m_pCurCourse;
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Trail* pTrail = pCourse->GetTrail( st ); Trail* pTrail = pCourse->GetTrail( st );
ASSERT( pTrail ); ASSERT( pTrail );
pTrail->GetDisplayBpms( bpms ); pTrail->GetDisplayBpms( bpms );
+3 -3
View File
@@ -10,7 +10,7 @@
#include "NoteSkinManager.h" #include "NoteSkinManager.h"
#include "Course.h" #include "Course.h"
#include "Steps.h" #include "Steps.h"
#include "StyleDef.h" #include "Style.h"
#include "song.h" #include "song.h"
#include "SongManager.h" #include "SongManager.h"
#include "Character.h" #include "Character.h"
@@ -111,7 +111,7 @@ void ScreenOptionsMaster::SetStep( OptionRowData &row, OptionRowHandler &hand )
row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties; row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties;
vector<Trail*> vTrails; vector<Trail*> vTrails;
GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
for( unsigned i=0; i<vTrails.size(); i++ ) for( unsigned i=0; i<vTrails.size(); i++ )
{ {
Trail* pTrail = vTrails[i]; Trail* pTrail = vTrails[i];
@@ -126,7 +126,7 @@ void ScreenOptionsMaster::SetStep( OptionRowData &row, OptionRowHandler &hand )
else // !GAMESTATE->IsCourseMode(), playing a song else // !GAMESTATE->IsCourseMode(), playing a song
{ {
vector<Steps*> vSteps; vector<Steps*> vSteps;
GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::SortNotesArrayByDifficulty( vSteps ); StepsUtil::SortNotesArrayByDifficulty( vSteps );
for( unsigned i=0; i<vSteps.size(); i++ ) for( unsigned i=0; i<vSteps.size(); i++ )
{ {
+2 -2
View File
@@ -178,8 +178,8 @@ void ScreenSelect::FinalizeChoices()
{ {
const int sel = GetSelectionIndex( (PlayerNumber)p ); const int sel = GetSelectionIndex( (PlayerNumber)p );
if( m_aModeChoices[sel].m_pStyleDef ) if( m_aModeChoices[sel].m_pStyle )
GAMESTATE->m_pCurStyleDef = m_aModeChoices[sel].m_pStyleDef; GAMESTATE->m_pCurStyle = m_aModeChoices[sel].m_pStyle;
} }
SCREENMAN->RefreshCreditsMessages(); SCREENMAN->RefreshCreditsMessages();
} }
+1 -1
View File
@@ -48,7 +48,7 @@ ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuEleme
if( UNLOCKMAN->SongIsLocked( aAllSongs[j] ) ) if( UNLOCKMAN->SongIsLocked( aAllSongs[j] ) )
DisplaySong = false; DisplaySong = false;
if( aAllSongs[j]->SongCompleteForStyle(GAMESTATE->GetCurrentStyleDef()) && if( aAllSongs[j]->SongCompleteForStyle(GAMESTATE->GetCurrentStyle()) &&
DisplaySong ) DisplaySong )
continue; continue;
+1 -1
View File
@@ -194,7 +194,7 @@ void ScreenSelectMode::UpdateSelectableChoices()
// FIXME for new premium prefs // FIXME for new premium prefs
const int SidesJoinedToPlay = const int SidesJoinedToPlay =
(mc.m_pStyleDef == NULL) ? (mc.m_pStyle == NULL) ?
1 : 1 :
1; 1;
if( PREFSMAN->GetPremium()!=PrefsManager::JOINT_PREMIUM || if( PREFSMAN->GetPremium()!=PrefsManager::JOINT_PREMIUM ||
+8 -8
View File
@@ -65,7 +65,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
/* Cache: */ /* Cache: */
g_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle"); g_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
if( GAMESTATE->m_pCurStyleDef == NULL ) if( GAMESTATE->m_pCurStyle == NULL )
RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." ); RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID ) if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID )
@@ -680,7 +680,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
/* XXX: What's the difference between this and StyleI.player? */ /* XXX: What's the difference between this and StyleI.player? */
/* StyleI won't be valid if it's a menu button that's pressed. /* StyleI won't be valid if it's a menu button that's pressed.
* There's got to be a better way of doing this. -Chris */ * There's got to be a better way of doing this. -Chris */
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller ); PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
if( !GAMESTATE->IsHumanPlayer(pn) ) if( !GAMESTATE->IsHumanPlayer(pn) )
return; return;
@@ -1135,7 +1135,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
Steps* pSteps; Steps* pSteps;
PlayerOptions po; PlayerOptions po;
SongOptions so; SongOptions so;
SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyleDef(), pSong, pSteps, po, so ); SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
ASSERT(pSong); ASSERT(pSong);
/* Enable 2nd extra stage if user chose the correct song */ /* Enable 2nd extra stage if user chose the correct song */
@@ -1295,7 +1295,7 @@ int FindCourseIndexOfSameMode( T begin, T end, const Course *p )
/* If it's not playable in this mode, don't increment. It might result in /* If it's not playable in this mode, don't increment. It might result in
* different output in different modes, but that's better than having holes. */ * different output in different modes, but that's better than having holes. */
if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) ) if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyle()->m_StepsType ) )
continue; continue;
if( (*it)->GetPlayMode() != pm ) if( (*it)->GetPlayMode() != pm )
continue; continue;
@@ -1407,7 +1407,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) ); m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) );
m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) ); m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) );
pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::SortNotesArrayByDifficulty( m_vpSteps ); StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
if ( PREFSMAN->m_bShowBanners ) if ( PREFSMAN->m_bShowBanners )
@@ -1435,7 +1435,7 @@ void ScreenSelectMusic::AfterMusicChange()
if( index != -1 ) if( index != -1 )
m_MachineRank.SetText( ssprintf("%i", index+1) ); m_MachineRank.SetText( ssprintf("%i", index+1) );
m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
SwitchToPreferredDifficulty(); SwitchToPreferredDifficulty();
@@ -1512,11 +1512,11 @@ void ScreenSelectMusic::AfterMusicChange()
case TYPE_COURSE: case TYPE_COURSE:
{ {
Course* pCourse = m_MusicWheel.GetSelectedCourse(); Course* pCourse = m_MusicWheel.GetSelectedCourse();
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Trail *pTrail = pCourse->GetTrail( st ); Trail *pTrail = pCourse->GetTrail( st );
ASSERT( pTrail ); ASSERT( pTrail );
pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
SampleMusicToPlay = THEME->GetPathS(m_sName,"course music"); SampleMusicToPlay = THEME->GetPathS(m_sName,"course music");
m_fSampleStartSeconds = 0; m_fSampleStartSeconds = 0;
+1 -1
View File
@@ -22,7 +22,7 @@ ScreenStyleSplash::ScreenStyleSplash( CString sName ) : ScreenWithMenuElements(
SOUND->StopMusic(); SOUND->StopMusic();
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName; CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName; CString sStyleName = GAMESTATE->GetCurrentStyle()->m_szName;
LOG->Trace( ssprintf("ScreenStyleSplash: Displaying Splash for style: %s", sStyleName.c_str())); LOG->Trace( ssprintf("ScreenStyleSplash: Displaying Splash for style: %s", sStyleName.c_str()));
+3 -3
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@@ -5,7 +5,7 @@
#include "RageLog.h" #include "RageLog.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
#include "PrefsManager.h" #include "PrefsManager.h"
#include "ScreenManager.h" #include "ScreenManager.h"
@@ -36,9 +36,9 @@ ScreenWithMenuElements::ScreenWithMenuElements( CString sClassName ) : Screen( s
UtilOnCommand( m_autoHeader, m_sName ); UtilOnCommand( m_autoHeader, m_sName );
this->AddChild( m_autoHeader ); this->AddChild( m_autoHeader );
if( STYLE_ICON && GAMESTATE->m_pCurStyleDef ) if( STYLE_ICON && GAMESTATE->m_pCurStyle )
{ {
CString sIconFileName = ssprintf("MenuElements icon %s", GAMESTATE->GetCurrentStyleDef()->m_szName ); CString sIconFileName = ssprintf("MenuElements icon %s", GAMESTATE->GetCurrentStyle()->m_szName );
m_sprStyleIcon.SetName( "StyleIcon" ); m_sprStyleIcon.SetName( "StyleIcon" );
m_sprStyleIcon.Load( THEME->GetPathToG(sIconFileName) ); m_sprStyleIcon.Load( THEME->GetPathToG(sIconFileName) );
m_sprStyleIcon.StopAnimating(); m_sprStyleIcon.StopAnimating();
+1 -1
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@@ -25,7 +25,7 @@ SnapDisplay::SnapDisplay()
void SnapDisplay::Load( PlayerNumber pn ) void SnapDisplay::Load( PlayerNumber pn )
{ {
m_iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; m_iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
m_sprIndicators[0].SetX( -ARROW_SIZE * (m_iNumCols/2 + 0.5f) ); m_sprIndicators[0].SetX( -ARROW_SIZE * (m_iNumCols/2 + 0.5f) );
m_sprIndicators[1].SetX( ARROW_SIZE * (m_iNumCols/2 + 0.5f) ); m_sprIndicators[1].SetX( ARROW_SIZE * (m_iNumCols/2 + 0.5f) );
+2 -2
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@@ -12,7 +12,7 @@
#include "SongCacheIndex.h" #include "SongCacheIndex.h"
#include "GameManager.h" #include "GameManager.h"
#include "PrefsManager.h" #include "PrefsManager.h"
#include "StyleDef.h" #include "Style.h"
#include "GameState.h" #include "GameState.h"
#include "FontCharAliases.h" #include "FontCharAliases.h"
#include "TitleSubstitution.h" #include "TitleSubstitution.h"
@@ -995,7 +995,7 @@ Steps* Song::GetClosestNotes( StepsType st, Difficulty dc ) const
} }
/* Return whether the song is playable in the given style. */ /* Return whether the song is playable in the given style. */
bool Song::SongCompleteForStyle( const StyleDef *st ) const bool Song::SongCompleteForStyle( const Style *st ) const
{ {
return HasStepsType( st->m_StepsType ); return HasStepsType( st->m_StepsType );
} }
+3 -3
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@@ -382,7 +382,7 @@ RageColor SongManager::GetSongColor( const Song* pSong )
* XXX: Ack. This means this function can only be called when we have a style * XXX: Ack. This means this function can only be called when we have a style
* set up, which is too restrictive. How to handle this? * set up, which is too restrictive. How to handle this?
*/ */
// const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; // const StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const vector<Steps*>& vpSteps = pSong->GetAllSteps(); const vector<Steps*>& vpSteps = pSong->GetAllSteps();
for( unsigned i=0; i<vpSteps.size(); i++ ) for( unsigned i=0; i<vpSteps.size(); i++ )
{ {
@@ -731,7 +731,7 @@ bool SongManager::GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredG
course.LoadFromCRSFile( sCoursePath ); course.LoadFromCRSFile( sCoursePath );
if( course.GetEstimatedNumStages() <= 0 ) return false; if( course.GetEstimatedNumStages() <= 0 ) return false;
Trail *pTrail = course.GetTrail( GAMESTATE->GetCurrentStyleDef()->m_StepsType ); Trail *pTrail = course.GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType );
if( pTrail->m_vEntries.empty() ) if( pTrail->m_vEntries.empty() )
return false; return false;
@@ -763,7 +763,7 @@ bool CompareNotesPointersForExtra(const Steps *n1, const Steps *n2)
return StepsUtil::CompareNotesPointersByRadarValues(n1,n2); return StepsUtil::CompareNotesPointersByRadarValues(n1,n2);
} }
void SongManager::GetExtraStageInfo( bool bExtra2, const StyleDef *sd, void SongManager::GetExtraStageInfo( bool bExtra2, const Style *sd,
Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out ) Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out )
{ {
CString sGroup = GAMESTATE->m_sPreferredGroup; CString sGroup = GAMESTATE->m_sPreferredGroup;
+2 -2
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@@ -5,7 +5,7 @@
class LoadingWindow; class LoadingWindow;
class Song; class Song;
class StyleDef; class Style;
class Course; class Course;
class Steps; class Steps;
struct PlayerOptions; struct PlayerOptions;
@@ -76,7 +76,7 @@ public:
void GetOniCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if life meter type is BATTERY. void GetOniCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if life meter type is BATTERY.
void GetEndlessCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if set to REPEAT. void GetEndlessCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if set to REPEAT.
void GetExtraStageInfo( bool bExtra2, const StyleDef *s, void GetExtraStageInfo( bool bExtra2, const Style *s,
Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out ); Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out );
Song* GetSongFromDir( CString sDir ); Song* GetSongFromDir( CString sDir );
+9 -9
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@@ -3,7 +3,7 @@
#include "song.h" #include "song.h"
#include "Steps.h" #include "Steps.h"
#include "GameState.h" #include "GameState.h"
#include "StyleDef.h" #include "Style.h"
#include "ProfileManager.h" #include "ProfileManager.h"
#include "PrefsManager.h" #include "PrefsManager.h"
#include "SongManager.h" #include "SongManager.h"
@@ -77,7 +77,7 @@ void SongUtil::SortSongPointerArrayByTitle( vector<Song*> &arraySongPointers )
static int GetSongSortDifficulty(const Song *pSong) static int GetSongSortDifficulty(const Song *pSong)
{ {
vector<Steps*> aNotes; vector<Steps*> aNotes;
pSong->GetSteps( aNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); pSong->GetSteps( aNotes, GAMESTATE->GetCurrentStyle()->m_StepsType );
/* Sort by the first difficulty found in the following order: */ /* Sort by the first difficulty found in the following order: */
const Difficulty d[] = { DIFFICULTY_EASY, DIFFICULTY_MEDIUM, DIFFICULTY_HARD, const Difficulty d[] = { DIFFICULTY_EASY, DIFFICULTY_MEDIUM, DIFFICULTY_HARD,
@@ -151,7 +151,7 @@ void SongUtil::SortSongPointerArrayByGrade( vector<Song*> &arraySongPointers )
Song *pSong = arraySongPointers[i]; Song *pSong = arraySongPointers[i];
int iCounts[NUM_GRADES]; int iCounts[NUM_GRADES];
PROFILEMAN->GetMachineProfile()->GetGrades( pSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType, iCounts ); PROFILEMAN->GetMachineProfile()->GetGrades( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType, iCounts );
CString foo; CString foo;
foo.reserve(256); foo.reserve(256);
@@ -276,7 +276,7 @@ CString SongUtil::GetSectionNameFromSongAndSort( const Song* pSong, SortOrder so
case SORT_GRADE: case SORT_GRADE:
{ {
int iCounts[NUM_GRADES]; int iCounts[NUM_GRADES];
PROFILEMAN->GetMachineProfile()->GetGrades( pSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType, iCounts ); PROFILEMAN->GetMachineProfile()->GetGrades( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType, iCounts );
for( int i=GRADE_TIER_1; i<NUM_GRADES; ++i ) for( int i=GRADE_TIER_1; i<NUM_GRADES; ++i )
{ {
@@ -288,28 +288,28 @@ CString SongUtil::GetSectionNameFromSongAndSort( const Song* pSong, SortOrder so
} }
case SORT_EASY_METER: case SORT_EASY_METER:
{ {
Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyleDef()->m_StepsType,DIFFICULTY_EASY); Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyle()->m_StepsType,DIFFICULTY_EASY);
if( pSteps ) if( pSteps )
return ssprintf("%02d", pSteps->GetMeter() ); return ssprintf("%02d", pSteps->GetMeter() );
return "N/A"; return "N/A";
} }
case SORT_MEDIUM_METER: case SORT_MEDIUM_METER:
{ {
Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyleDef()->m_StepsType,DIFFICULTY_MEDIUM); Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyle()->m_StepsType,DIFFICULTY_MEDIUM);
if( pSteps ) if( pSteps )
return ssprintf("%02d", pSteps->GetMeter() ); return ssprintf("%02d", pSteps->GetMeter() );
return "N/A"; return "N/A";
} }
case SORT_HARD_METER: case SORT_HARD_METER:
{ {
Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyleDef()->m_StepsType,DIFFICULTY_HARD); Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyle()->m_StepsType,DIFFICULTY_HARD);
if( pSteps ) if( pSteps )
return ssprintf("%02d", pSteps->GetMeter() ); return ssprintf("%02d", pSteps->GetMeter() );
return "N/A"; return "N/A";
} }
case SORT_CHALLENGE_METER: case SORT_CHALLENGE_METER:
{ {
Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyleDef()->m_StepsType,DIFFICULTY_CHALLENGE); Steps* pSteps = pSong->GetStepsByDifficulty(GAMESTATE->GetCurrentStyle()->m_StepsType,DIFFICULTY_CHALLENGE);
if( pSteps ) if( pSteps )
return ssprintf("%02d", pSteps->GetMeter() ); return ssprintf("%02d", pSteps->GetMeter() );
return "N/A"; return "N/A";
@@ -350,7 +350,7 @@ void SongUtil::SortSongPointerArrayByMeter( vector<Song*> &arraySongPointers, Di
song_sort_val.clear(); song_sort_val.clear();
for(unsigned i = 0; i < arraySongPointers.size(); ++i) for(unsigned i = 0; i < arraySongPointers.size(); ++i)
{ {
Steps* pSteps = arraySongPointers[i]->GetStepsByDifficulty( GAMESTATE->GetCurrentStyleDef()->m_StepsType, dc ); Steps* pSteps = arraySongPointers[i]->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
CString &s = song_sort_val[arraySongPointers[i]]; CString &s = song_sort_val[arraySongPointers[i]];
s = ssprintf("%03d", pSteps ? pSteps->GetMeter() : 0); s = ssprintf("%03d", pSteps ? pSteps->GetMeter() : 0);
if( PREFSMAN->m_bSubSortByNumSteps ) if( PREFSMAN->m_bSubSortByNumSteps )
+1 -1
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@@ -12,7 +12,7 @@ vector<StageStats> g_vPlayedStageStats;
void StageStats::Init() void StageStats::Init()
{ {
playMode = PLAY_MODE_INVALID; playMode = PLAY_MODE_INVALID;
pStyleDef = NULL; pStyle = NULL;
pSong = NULL; pSong = NULL;
StageType = STAGE_INVALID; StageType = STAGE_INVALID;
fGameplaySeconds = 0; fGameplaySeconds = 0;
+2 -2
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@@ -9,7 +9,7 @@
#include <map> #include <map>
class Song; class Song;
class Steps; class Steps;
class StyleDef; class Style;
struct StageStats struct StageStats
{ {
@@ -23,7 +23,7 @@ struct StageStats
float GetPercentDancePoints( PlayerNumber pn ) const; float GetPercentDancePoints( PlayerNumber pn ) const;
PlayMode playMode; PlayMode playMode;
const StyleDef* pStyleDef; const Style* pStyle;
Song* pSong; Song* pSong;
enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType; enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
Steps* pSteps[NUM_PLAYERS]; Steps* pSteps[NUM_PLAYERS];
+2 -2
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@@ -984,11 +984,11 @@ SOURCE=.\StepsUtil.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\StyleDef.cpp SOURCE=.\Style.cpp
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\StyleDef.h SOURCE=.\Style.h
# End Source File # End Source File
# Begin Source File # Begin Source File
+3 -6
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@@ -869,15 +869,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File <File
RelativePath="StepsUtil.h"> RelativePath="StepsUtil.h">
</File> </File>
<File
RelativePath="Style.cpp">
</File>
<File <File
RelativePath="Style.h"> RelativePath="Style.h">
</File> </File>
<File
RelativePath=".\StyleDef.cpp">
</File>
<File
RelativePath=".\StyleDef.h">
</File>
<File <File
RelativePath="StyleInput.h"> RelativePath="StyleInput.h">
</File> </File>
@@ -13,7 +13,7 @@
* because two players place from the same set of 4 tracks. * because two players place from the same set of 4 tracks.
*/ */
#include "StyleDef.h" #include "Style.h"
#include "RageLog.h" #include "RageLog.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "GameDef.h" #include "GameDef.h"
@@ -22,7 +22,7 @@
#include "NoteData.h" #include "NoteData.h"
void StyleDef::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData* pOriginal, NoteData* pNoteDataOut ) const void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData* pOriginal, NoteData* pNoteDataOut ) const
{ {
int iNewToOriginalTrack[MAX_COLS_PER_PLAYER]; int iNewToOriginalTrack[MAX_COLS_PER_PLAYER];
for( int col=0; col<m_iColsPerPlayer; col++ ) for( int col=0; col<m_iColsPerPlayer; col++ )
@@ -37,7 +37,7 @@ void StyleDef::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData*
} }
GameInput StyleDef::StyleInputToGameInput( const StyleInput& StyleI ) const GameInput Style::StyleInputToGameInput( const StyleInput& StyleI ) const
{ {
ASSERT_M( StyleI.player < NUM_PLAYERS, ssprintf("P%i", StyleI.player) ); ASSERT_M( StyleI.player < NUM_PLAYERS, ssprintf("P%i", StyleI.player) );
ASSERT_M( StyleI.col < MAX_COLS_PER_PLAYER, ssprintf("C%i", StyleI.col) ); ASSERT_M( StyleI.col < MAX_COLS_PER_PLAYER, ssprintf("C%i", StyleI.col) );
@@ -46,7 +46,7 @@ GameInput StyleDef::StyleInputToGameInput( const StyleInput& StyleI ) const
return GameInput( c, b ); return GameInput( c, b );
}; };
StyleInput StyleDef::GameInputToStyleInput( const GameInput &GameI ) const StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const
{ {
StyleInput SI; StyleInput SI;
@@ -72,7 +72,7 @@ StyleInput StyleDef::GameInputToStyleInput( const GameInput &GameI ) const
} }
PlayerNumber StyleDef::ControllerToPlayerNumber( GameController controller ) const PlayerNumber Style::ControllerToPlayerNumber( GameController controller ) const
{ {
switch( m_StyleType ) switch( m_StyleType )
{ {
@@ -87,14 +87,14 @@ PlayerNumber StyleDef::ControllerToPlayerNumber( GameController controller ) con
} }
} }
bool StyleDef::MatchesNotesType( StepsType type ) const bool Style::MatchesNotesType( StepsType type ) const
{ {
if(type == m_StepsType) return true; if(type == m_StepsType) return true;
return false; return false;
} }
void StyleDef::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
{ {
fMixXOut = +100000; fMixXOut = +100000;
fMaxXOut = -100000; fMaxXOut = -100000;
@@ -1,7 +1,7 @@
/* StyleDef - A data structure that holds the definition for one of a Game's styles. */ /* Style - A data structure that holds the definition for one of a Game's styles. */
#ifndef STYLEDEF_H #ifndef STYLE_H
#define STYLEDEF_H #define STYLE_H
#include "StyleInput.h" #include "StyleInput.h"
#include "GameInput.h" #include "GameInput.h"
@@ -15,7 +15,7 @@ const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
class NoteData; class NoteData;
class StyleDef class Style
{ {
public: public:
Game m_Game; // Which Game is this Style used with? Game m_Game; // Which Game is this Style used with?
+2 -2
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@@ -9,7 +9,7 @@
#include "TimingData.h" #include "TimingData.h"
class Steps; class Steps;
class StyleDef; class Style;
class NotesLoader; class NotesLoader;
class LyricsLoader; class LyricsLoader;
class Profile; class Profile;
@@ -170,7 +170,7 @@ public:
float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); } float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); }
bool HasSignificantBpmChangesOrStops() const; bool HasSignificantBpmChangesOrStops() const;
bool SongCompleteForStyle( const StyleDef *st ) const; bool SongCompleteForStyle( const Style *st ) const;
bool HasStepsType( StepsType st ) const; bool HasStepsType( StepsType st ) const;
bool HasStepsTypeAndDifficulty( StepsType st, Difficulty dc ) const; bool HasStepsTypeAndDifficulty( StepsType st, Difficulty dc ) const;
const vector<Steps*>& GetAllSteps( StepsType st=STEPS_TYPE_INVALID ) const { return st==STEPS_TYPE_INVALID? m_vpSteps:m_vpStepsByType[st]; } const vector<Steps*>& GetAllSteps( StepsType st=STEPS_TYPE_INVALID ) const { return st==STEPS_TYPE_INVALID? m_vpSteps:m_vpStepsByType[st]; }