PlayerNumber is a simple, regular data structure, and is depended on

by lower level things (eg. InputMapper).  However, concepts like
"joined players" and "human players" is a high-level, GAMESTATE
concept, and engine stuff shouldn't depend on that.  Move the
GameState-depending stuff into GameState.  Move
IsAnyPlayerUsingMemoryCard as well (and rename to HumanPlayer),
to fix MemoryCardManager dep.
This commit is contained in:
Glenn Maynard
2006-11-21 01:32:05 +00:00
parent 54de64a524
commit 70d2d0dbc7
6 changed files with 68 additions and 68 deletions
+54
View File
@@ -1787,6 +1787,48 @@ Profile* GameState::GetEditLocalProfile()
}
PlayerNumber GetNextHumanPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( GAMESTATE->IsHumanPlayer(pn) )
return pn;
return PLAYER_INVALID;
}
PlayerNumber GetNextEnabledPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( GAMESTATE->IsPlayerEnabled(pn) )
return pn;
return PLAYER_INVALID;
}
PlayerNumber GetNextCpuPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( GAMESTATE->IsCpuPlayer(pn) )
return pn;
return PLAYER_INVALID;
}
PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( !GAMESTATE->IsHumanPlayer(pn) )
return pn;
return PLAYER_INVALID;
}
MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
{
for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
if( GAMESTATE->IsMultiPlayerEnabled(mp) )
return mp;
return MultiPlayer_Invalid;
}
// lua start
#include "LuaBinding.h"
#include "Game.h"
@@ -2024,6 +2066,17 @@ public:
pStyle->PushSelf( L );
return 1;
}
static int IsAnyHumanPlayerUsingMemoryCard( T* p, lua_State *L )
{
bool bUsingMemoryCard = false;
FOREACH_HumanPlayer( pn )
{
if( MEMCARDMAN->GetCardState(pn) == MemoryCardState_Ready )
bUsingMemoryCard = true;
}
lua_pushboolean(L, bUsingMemoryCard );
return 1;
}
LunaGameState()
{
@@ -2096,6 +2149,7 @@ public:
ADD_METHOD( GetHumanPlayers );
ADD_METHOD( SetSongOptions );
ADD_METHOD( GetCurrentStyle );
ADD_METHOD( IsAnyHumanPlayerUsingMemoryCard );
}
};
+13
View File
@@ -296,6 +296,19 @@ public:
void PushSelf( lua_State *L );
};
PlayerNumber GetNextHumanPlayer( PlayerNumber pn );
PlayerNumber GetNextEnabledPlayer( PlayerNumber pn );
PlayerNumber GetNextCpuPlayer( PlayerNumber pn );
PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn );
#define FOREACH_HumanPlayer( pn ) for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextHumanPlayer(pn) )
#define FOREACH_EnabledPlayer( pn ) for( PlayerNumber pn=GetNextEnabledPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextEnabledPlayer(pn) )
#define FOREACH_CpuPlayer( pn ) for( PlayerNumber pn=GetNextCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextCpuPlayer(pn) )
#define FOREACH_PotentialCpuPlayer( pn ) for( PlayerNumber pn=GetNextPotentialCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextPotentialCpuPlayer(pn) )
MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
extern GameState* GAMESTATE; // global and accessable from anywhere in our program
-14
View File
@@ -702,28 +702,14 @@ void MemoryCardManager::UnPauseMountingThread()
RageFileDriverTimeout::SetTimeout( -1 );
}
bool IsAnyPlayerUsingMemoryCard()
{
FOREACH_HumanPlayer( pn )
{
if( MEMCARDMAN->GetCardState(pn) == MemoryCardState_Ready )
return true;
}
return false;
}
// lua start
#include "LuaBinding.h"
class LunaMemoryCardManager: public Luna<MemoryCardManager>
{
public:
static int IsAnyPlayerUsingMemoryCard( T* p, lua_State *L ) { lua_pushboolean(L, ::IsAnyPlayerUsingMemoryCard() ); return 1; }
LunaMemoryCardManager()
{
ADD_METHOD( IsAnyPlayerUsingMemoryCard );
}
};
-41
View File
@@ -1,6 +1,5 @@
#include "global.h"
#include "PlayerNumber.h"
#include "GameState.h"
#include "LuaManager.h"
#include "LocalizedString.h"
@@ -54,46 +53,6 @@ LuaFunction( MultiPlayerToLocalizedString, MultiPlayerToLocalizedString(Enum::Ch
LuaXType( MultiPlayer );
PlayerNumber GetNextHumanPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( GAMESTATE->IsHumanPlayer(pn) )
return pn;
return PLAYER_INVALID;
}
PlayerNumber GetNextEnabledPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( GAMESTATE->IsPlayerEnabled(pn) )
return pn;
return PLAYER_INVALID;
}
PlayerNumber GetNextCpuPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( GAMESTATE->IsCpuPlayer(pn) )
return pn;
return PLAYER_INVALID;
}
PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn )
{
for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
if( !GAMESTATE->IsHumanPlayer(pn) )
return pn;
return PLAYER_INVALID;
}
MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
{
for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
if( GAMESTATE->IsMultiPlayerEnabled(mp) )
return mp;
return MultiPlayer_Invalid;
}
/*
* (c) 2001-2004 Chris Danford, Chris Gomez
* All rights reserved.
-13
View File
@@ -23,15 +23,6 @@ const RString& PlayerNumberToLocalizedString( PlayerNumber pn );
LuaDeclareType( PlayerNumber );
#define FOREACH_PlayerNumber( pn ) FOREACH_ENUM( PlayerNumber, pn )
#define FOREACH_HumanPlayer( pn ) for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextHumanPlayer(pn) )
#define FOREACH_EnabledPlayer( pn ) for( PlayerNumber pn=GetNextEnabledPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextEnabledPlayer(pn) )
#define FOREACH_CpuPlayer( pn ) for( PlayerNumber pn=GetNextCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextCpuPlayer(pn) )
#define FOREACH_PotentialCpuPlayer( pn ) for( PlayerNumber pn=GetNextPotentialCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextPotentialCpuPlayer(pn) )
PlayerNumber GetNextHumanPlayer( PlayerNumber pn );
PlayerNumber GetNextEnabledPlayer( PlayerNumber pn );
PlayerNumber GetNextCpuPlayer( PlayerNumber pn );
PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn );
const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
@@ -79,10 +70,6 @@ LuaDeclareType( MultiPlayer );
#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, pn )
#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
#endif
/*
+1
View File
@@ -71,6 +71,7 @@
#include "ScreenDimensions.h"
#include "Foreach.h"
#include "ActorUtil.h"
#include "GameState.h" // XXX: bad dep
ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program