diff --git a/src/GameState.cpp b/src/GameState.cpp index 03756bea10..1aad4dac1d 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -459,7 +459,7 @@ int GameState::GetCoinsNeededToJoin() const iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit; // If joint premium, don't take away a credit for the second join. - if( GetPremium() == Premium_2PlayersFor1Credit && + if( GetPremium() == Premium_2PlayersFor1Credit && GetNumSidesJoined() == 1 ) iCoinsToCharge = 0; @@ -604,7 +604,7 @@ int GameState::GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st { int iNumStages = GetNumStagesMultiplierForSong( pSong ); - // One player, two-sides styles cost extra + // One player, two-sides styles cost extra switch( st ) { DEFAULT_FAIL( st ); @@ -886,7 +886,7 @@ void GameState::SetCurGame( const Game *pGame ) const float GameState::MUSIC_SECONDS_INVALID = -5000.0f; void GameState::ResetMusicStatistics() -{ +{ m_fMusicSeconds = 0; // MUSIC_SECONDS_INVALID; // todo: move me to FOREACH_EnabledPlayer( p ) after [NUM_PLAYERS]ing m_fSongBeat = 0; @@ -1070,7 +1070,7 @@ Stage GameState::GetCurrentStage() const else if( IsExtraStage() ) return Stage_Extra1; else if( IsExtraStage2() ) return Stage_Extra2; //else if( IsFinalStageForAnyHumanPlayer() ) return Stage_Final; - // above function behaves weirdly, it will always return final stage if any player is + // above function behaves weirdly, it will always return final stage if any player is // on final stage, rather than the last remaining player. The below method seems to make a bit more sense. else if(m_iPlayerStageTokens[PLAYER_1] == 0 && m_iPlayerStageTokens[PLAYER_2] == 0) return Stage_Final; // who gives a shit about stages -aj @@ -1147,7 +1147,7 @@ bool GameState::PlayersCanJoin() const } int GameState::GetNumSidesJoined() const -{ +{ int iNumSidesJoined = 0; FOREACH_PlayerNumber( p ) if( m_bSideIsJoined[p] ) @@ -1220,7 +1220,7 @@ bool GameState::IsHumanPlayer( PlayerNumber pn ) const if( GetCurrentStyle() == NULL ) // no style chosen { - if( PlayersCanJoin() ) + if( PlayersCanJoin() ) return m_bSideIsJoined[pn]; // only allow input from sides that have already joined else return true; // if we can't join, then we're on a screen like MusicScroll or GameOver @@ -1269,7 +1269,7 @@ bool GameState::IsCpuPlayer( PlayerNumber pn ) const } bool GameState::AnyPlayersAreCpu() const -{ +{ FOREACH_CpuPlayer( pn ) return true; return false; @@ -1453,7 +1453,7 @@ bool GameState::CurrentOptionsDisqualifyPlayer( PlayerNumber pn ) /* reset noteskins (?) * GameState::ResetNoteSkins() * GameState::ResetNoteSkinsForPlayer( PlayerNumber pn ) - * + * */ void GameState::GetAllUsedNoteSkins( vector &out ) const @@ -1814,7 +1814,7 @@ void GameState::StoreRankingName( PlayerNumber pn, RString sName ) if( file.Open(NAME_BLACKLIST_FILE) ) { RString sLine; - + while( !file.AtEOF() ) { if( file.GetLine(sLine) == -1 ) @@ -1888,10 +1888,10 @@ bool GameState::OneIsHot() const bool GameState::IsTimeToPlayAttractSounds() const { - // m_iNumTimesThroughAttract will be -1 from the first attract screen after + // m_iNumTimesThroughAttract will be -1 from the first attract screen after // the end of a game until the next time FIRST_ATTRACT_SCREEN is reached. - // Play attract sounds for this sort span of time regardless of - // m_AttractSoundFrequency because it's awkward to have the machine go + // Play attract sounds for this sort span of time regardless of + // m_AttractSoundFrequency because it's awkward to have the machine go // silent immediately after the end of a game. if( m_iNumTimesThroughAttract == -1 ) return true; @@ -1914,11 +1914,11 @@ void GameState::VisitAttractScreen( const RString sScreenName ) bool GameState::DifficultiesLocked() const { - if( m_PlayMode == PLAY_MODE_RAVE ) + if( m_PlayMode == PLAY_MODE_RAVE ) return true; if( IsCourseMode() ) return PREFSMAN->m_bLockCourseDifficulties; - if( GetCurrentStyle()->m_bLockDifficulties ) + if( GetCurrentStyle()->m_bLockDifficulties ) return true; return false; } @@ -2050,14 +2050,14 @@ Difficulty GameState::GetHardestStepsDifficulty() const bool GameState::IsEventMode() const { - return m_bTemporaryEventMode || PREFSMAN->m_bEventMode; + return m_bTemporaryEventMode || PREFSMAN->m_bEventMode; } CoinMode GameState::GetCoinMode() const { if( IsEventMode() && GamePreferences::m_CoinMode == CoinMode_Pay ) - return CoinMode_Free; - else + return CoinMode_Free; + else return GamePreferences::m_CoinMode; } @@ -2177,13 +2177,13 @@ public: return 0; } static int GetPlayerState( T* p, lua_State *L ) - { + { PlayerNumber pn = Enum::Check(L, 1); p->m_pPlayerState[pn]->PushSelf(L); return 1; } static int GetMultiPlayerState( T* p, lua_State *L ) - { + { MultiPlayer mp = Enum::Check(L, 1); p->m_pMultiPlayerState[mp]->PushSelf(L); return 1; @@ -2198,7 +2198,7 @@ public: } static int GetCurrentSong( T* p, lua_State *L ) { if(p->m_pCurSong) p->m_pCurSong->PushSelf(L); else lua_pushnil(L); return 1; } static int SetCurrentSong( T* p, lua_State *L ) - { + { if( lua_isnil(L,1) ) { p->m_pCurSong.Set( NULL ); } else { Song *pS = Luna::check( L, 1, true ); p->m_pCurSong.Set( pS ); } return 0; @@ -2212,7 +2212,7 @@ public: return 1; } static int SetCurrentSteps( T* p, lua_State *L ) - { + { PlayerNumber pn = Enum::Check(L, 1); if( lua_isnil(L,2) ) { p->m_pCurSteps[pn].Set( NULL ); } else { Steps *pS = Luna::check(L,2); p->m_pCurSteps[pn].Set( pS ); } @@ -2223,7 +2223,7 @@ public: } static int GetCurrentCourse( T* p, lua_State *L ) { if(p->m_pCurCourse) p->m_pCurCourse->PushSelf(L); else lua_pushnil(L); return 1; } static int SetCurrentCourse( T* p, lua_State *L ) - { + { if( lua_isnil(L,1) ) { p->m_pCurCourse.Set( NULL ); } else { Course *pC = Luna::check(L,1); p->m_pCurCourse.Set( pC ); } return 0; @@ -2231,13 +2231,13 @@ public: static int GetCurrentTrail( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check(L, 1); - Trail *pTrail = p->m_pCurTrail[pn]; + Trail *pTrail = p->m_pCurTrail[pn]; if( pTrail ) { pTrail->PushSelf(L); } else { lua_pushnil(L); } return 1; } static int SetCurrentTrail( T* p, lua_State *L ) - { + { PlayerNumber pn = Enum::Check(L, 1); if( lua_isnil(L,2) ) { p->m_pCurTrail[pn].Set( NULL ); } else { Trail *pS = Luna::check(L,2); p->m_pCurTrail[pn].Set( pS ); } @@ -2255,7 +2255,7 @@ public: static int Env( T* p, lua_State *L ) { p->m_Environment->PushSelf(L); return 1; } static int GetEditSourceSteps( T* p, lua_State *L ) { - Steps *pSteps = p->m_pEditSourceSteps; + Steps *pSteps = p->m_pEditSourceSteps; if( pSteps ) { pSteps->PushSelf(L); } else { lua_pushnil(L); } return 1; @@ -2385,7 +2385,7 @@ public: return vpStepsToShow.size()*2; } - + static int SetPreferredSongGroup( T* p, lua_State *L ) { p->m_sPreferredSongGroup.Set( SArg(1) ); return 0; } DEFINE_METHOD( GetPreferredSongGroup, m_sPreferredSongGroup.Get() ); static int GetHumanPlayers( T* p, lua_State *L ) @@ -2417,7 +2417,7 @@ public: static int GetNumStagesLeft( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check(L, 1); - lua_pushnumber(L, p->GetNumStagesLeft(pn)); + lua_pushnumber(L, p->GetNumStagesLeft(pn)); return 1; } static int GetGameSeed( T* p, lua_State *L ) { LuaHelpers::Push( L, p->m_iGameSeed ); return 1; } @@ -2436,7 +2436,7 @@ public: DEFINE_METHOD( GetWorkoutGoalComplete, m_bWorkoutGoalComplete ) - LunaGameState() + LunaGameState() { ADD_METHOD( IsPlayerEnabled ); ADD_METHOD( IsHumanPlayer ); @@ -2538,7 +2538,7 @@ LUA_REGISTER_CLASS( GameState ) /* * (c) 2001-2004 Chris Danford, Glenn Maynard, Chris Gomez * All rights reserved. - * + * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including @@ -2548,7 +2548,7 @@ LUA_REGISTER_CLASS( GameState ) * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. - * + * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF