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.
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@@ -1,6 +1,5 @@
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#include "global.h"
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#include "PlayerNumber.h"
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#include "GameState.h"
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#include "LuaManager.h"
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#include "LocalizedString.h"
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@@ -54,46 +53,6 @@ LuaFunction( MultiPlayerToLocalizedString, MultiPlayerToLocalizedString(Enum::Ch
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LuaXType( MultiPlayer );
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsHumanPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextEnabledPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextCpuPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsCpuPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
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{
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for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
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if( GAMESTATE->IsMultiPlayerEnabled(mp) )
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return mp;
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return MultiPlayer_Invalid;
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}
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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* All rights reserved.
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