Functions in singletons that depend on the singleton having been created should not be static. Removed uses of GAMESTATE inside GameState member functions.

This commit is contained in:
Steve Checkoway
2007-05-05 11:08:50 +00:00
parent 227ae779da
commit 6072fb29cc
2 changed files with 14 additions and 14 deletions
+13 -13
View File
@@ -336,10 +336,10 @@ void GameState::JoinPlayer( PlayerNumber pn )
}
// Set the current style to something appropriate for the new number of joined players.
if( ALLOW_LATE_JOIN && GAMESTATE->m_pCurStyle != NULL )
if( ALLOW_LATE_JOIN && m_pCurStyle != NULL )
{
const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), m_pCurStyle->m_StepsType );
GAMESTATE->m_pCurStyle.Set( pStyle );
m_pCurStyle.Set( pStyle );
}
Message msg( MessageIDToString(Message_PlayerJoined) );
@@ -357,7 +357,7 @@ void GameState::UnjoinPlayer( PlayerNumber pn )
ResetPlayer( pn );
if( m_MasterPlayerNumber == pn )
m_MasterPlayerNumber = GAMESTATE->GetFirstHumanPlayer();
m_MasterPlayerNumber = GetFirstHumanPlayer();
STATSMAN->UnjoinPlayer( pn );
@@ -558,35 +558,35 @@ int GameState::GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st
return iNumStages;
}
int GameState::GetNumStagesForCurrentSongAndStepsOrCourse()
int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
{
int iNumStagesOfThisSong = 1;
if( GAMESTATE->m_pCurSong )
if( m_pCurSong )
{
const Style *pStyle = GAMESTATE->m_pCurStyle;
const Style *pStyle = m_pCurStyle;
if( pStyle == NULL )
{
const Steps *pSteps = GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber];
const Steps *pSteps = m_pCurSteps[m_MasterPlayerNumber];
if( pSteps )
{
/* If a style isn't set, use the style of the selected steps. */
StepsType st = pSteps->m_StepsType;
pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), st );
pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), st );
}
else
{
/* If steps aren't set either, pick any style for the number of
* joined players, or one player if no players are joined. */
vector<const Style*> vpStyles;
int iJoined = max( GAMESTATE->GetNumSidesJoined(), 1 );
GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, iJoined, vpStyles );
int iJoined = max( GetNumSidesJoined(), 1 );
GAMEMAN->GetCompatibleStyles( m_pCurGame, iJoined, vpStyles );
ASSERT( !vpStyles.empty() );
pStyle = vpStyles[0];
}
}
iNumStagesOfThisSong = GameState::GetNumStagesForSongAndStyleType( GAMESTATE->m_pCurSong, pStyle->m_StyleType );
iNumStagesOfThisSong = GameState::GetNumStagesForSongAndStyleType( m_pCurSong, pStyle->m_StyleType );
}
else if( GAMESTATE->m_pCurCourse )
else if( m_pCurCourse )
iNumStagesOfThisSong = PREFSMAN->m_iSongsPerPlay;
else
return -1;
@@ -2179,7 +2179,7 @@ public:
lua_pushboolean(L, bUsingMemoryCard );
return 1;
}
static int GetNumStagesForCurrentSongAndStepsOrCourse( T* p, lua_State *L ) { lua_pushnumber(L, GameState::GetNumStagesForCurrentSongAndStepsOrCourse() ); return 1; }
static int GetNumStagesForCurrentSongAndStepsOrCourse( T* p, lua_State *L ) { lua_pushnumber(L, GAMESTATE->GetNumStagesForCurrentSongAndStepsOrCourse() ); return 1; }
static int GetNumStagesLeft( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
+1 -1
View File
@@ -130,7 +130,7 @@ public:
static int GetNumStagesMultiplierForSong( const Song* pSong );
static int GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st );
static int GetNumStagesForCurrentSongAndStepsOrCourse();
int GetNumStagesForCurrentSongAndStepsOrCourse() const;
void BeginStage();
void CancelStage();