move MultiPlayer and MultiPlayer join info into GameState

This commit is contained in:
Chris Danford
2005-08-20 22:51:43 +00:00
parent 5351df6586
commit 9731e806b1
5 changed files with 25 additions and 28 deletions
+2
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@@ -166,6 +166,8 @@ void GameState::Reset()
m_pCurStyle.Set( NULL );
FOREACH_PlayerNumber( p )
m_bSideIsJoined[p] = false;
FOREACH_MultiPlayer( p )
m_bIsMultiPlayerJoined[p] = false;
MEMCARDMAN->UnlockCards();
// m_iCoins = 0; // don't reset coin count!
m_MasterPlayerNumber = PLAYER_INVALID;
+1
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@@ -54,6 +54,7 @@ public:
const Game* m_pCurGame;
BroadcastOnChangePtr<const Style> m_pCurStyle;
bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
bool m_bIsMultiPlayerJoined[NUM_MultiPlayer];
BroadcastOnChange<PlayMode> m_PlayMode; // many screens display different info depending on this value
int m_iCoins; // not "credits"
PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
+16
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@@ -29,6 +29,22 @@ PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn );
const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
enum MultiPlayer {
MultiPlayer_1 = 0,
MultiPlayer_2,
MultiPlayer_3,
MultiPlayer_4,
MultiPlayer_5,
MultiPlayer_6,
MultiPlayer_7,
MultiPlayer_8,
NUM_MultiPlayer, // leave this at the end
MultiPlayer_Invalid
};
#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, NUM_MultiPlayer, pn )
#endif
/*
+1 -1
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@@ -554,7 +554,7 @@ void ScreenGameplayMultiplayer::Input( const DeviceInput& DeviceI, const InputEv
MultiPlayer mp = (MultiPlayer)(DeviceI.device - DEVICE_JOY1);
ASSERT( mp>=0 && mp<NUM_MULTI_PLAYERS );
ASSERT( mp>=0 && mp<NUM_MultiPlayer );
m_HumanPlayer[mp].Step( _StyleI.col, DeviceI.ts );
}
}
+5 -27
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@@ -14,28 +14,6 @@
#include "PlayerState.h"
#include "StageStats.h"
enum MultiPlayer {
MPLAYER_1 = 0,
MPLAYER_2,
MPLAYER_3,
MPLAYER_4,
MPLAYER_5,
MPLAYER_6,
MPLAYER_7,
MPLAYER_8,
MPLAYER_9,
MPLAYER_10,
MPLAYER_11,
MPLAYER_12,
MPLAYER_13,
MPLAYER_14,
MPLAYER_15,
MPLAYER_16,
NUM_MULTI_PLAYERS, // leave this at the end
MULTI_PLAYER_INVALID
};
#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, NUM_MULTI_PLAYERS, pn )
class Song;
class Steps;
@@ -72,17 +50,17 @@ protected:
Background m_Background;
Foreground m_Foreground;
ScoreDisplay* m_pPrimaryScoreDisplay[NUM_MULTI_PLAYERS];
ScoreKeeper* m_pPrimaryScoreKeeper[NUM_MULTI_PLAYERS];
ScoreDisplay* m_pPrimaryScoreDisplay[NUM_MultiPlayer];
ScoreKeeper* m_pPrimaryScoreKeeper[NUM_MultiPlayer];
Transition m_In;
Transition m_Out;
Transition m_Cancel;
Player m_AutoPlayer;
PlayerState m_PlayerState[NUM_MULTI_PLAYERS];
PlayerStageStats m_PlayerStageStats[NUM_MULTI_PLAYERS];
Player m_HumanPlayer[NUM_MULTI_PLAYERS];
PlayerState m_PlayerState[NUM_MultiPlayer];
PlayerStageStats m_PlayerStageStats[NUM_MultiPlayer];
Player m_HumanPlayer[NUM_MultiPlayer];
AutoKeysounds m_AutoKeysounds;
RageSound *m_pSoundMusic;