The big NULL replacement party part 1.
This is meant to be a safer alternative since NULL can often be 0. Let's not rely on that. And yes, I know this is a lot of files. This is a safer thing to do in big commits vs for loops.
This commit is contained in:
+165
-165
@@ -1,165 +1,165 @@
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#include "global.h"
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/*
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* Styles define a set of columns for each player, and information about those
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* columns, like what Instruments are used play those columns and what track
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* to use to populate the column's notes.
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* A "track" is the term used to descibe a particular vertical sting of note
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* in NoteData.
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* A "column" is the term used to describe the vertical string of notes that
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* a player sees on the screen while they're playing. Column notes are
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* picked from a track, but columns and tracks don't have a 1-to-1
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* correspondance. For example, dance-versus has 8 columns but only 4 tracks
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* because two players place from the same set of 4 tracks.
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*/
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#include "Style.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "InputMapper.h"
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#include "NoteData.h"
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#include <float.h>
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bool Style::GetUsesCenteredArrows() const
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{
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switch( m_StyleType )
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{
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case StyleType_OnePlayerTwoSides:
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case StyleType_TwoPlayersSharedSides:
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return true;
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default:
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return false;
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}
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}
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void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const
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{
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ASSERT( pn >=0 && pn <= NUM_PLAYERS );
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int iNewToOriginalTrack[MAX_COLS_PER_PLAYER];
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for( int col=0; col<m_iColsPerPlayer; col++ )
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{
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ColumnInfo colInfo = m_ColumnInfo[pn][col];
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iNewToOriginalTrack[col] = colInfo.track;
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}
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noteDataOut.LoadTransformed( original, m_iColsPerPlayer, iNewToOriginalTrack );
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}
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GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
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{
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ASSERT_M( pn < NUM_PLAYERS && iCol < MAX_COLS_PER_PLAYER,
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ssprintf("P%i C%i", pn, iCol) );
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bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;
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FOREACH_ENUM( GameController, gc)
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{
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if( bUsingOneSide && gc != (int) pn )
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continue;
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int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
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for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
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{
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int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
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if( iThisInputCol == END_MAPPING )
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break;
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if( iThisInputCol == iCol )
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return GameInput( gc, gb );
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}
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}
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FAIL_M( ssprintf("Invalid column number %i for player %i in the style %s", iCol, pn, GAMESTATE->GetCurrentStyle()->m_szName) );
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};
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int Style::GameInputToColumn( const GameInput &GameI ) const
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{
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if( GameI.button < GAME_BUTTON_NEXT )
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return Column_Invalid;
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int iColumnIndex = GameI.button - GAME_BUTTON_NEXT;
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if( m_iInputColumn[GameI.controller][iColumnIndex] == NO_MAPPING )
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return Column_Invalid;
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for( int i = 0; i <= iColumnIndex; ++i )
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if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
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return Column_Invalid;
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return m_iInputColumn[GameI.controller][iColumnIndex];
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}
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void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
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{
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ASSERT( pn != PLAYER_INVALID );
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fMixXOut = FLT_MAX;
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fMaxXOut = FLT_MIN;
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for( int i=0; i<m_iColsPerPlayer; i++ )
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{
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fMixXOut = min( fMixXOut, m_ColumnInfo[pn][i].fXOffset );
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fMaxXOut = max( fMaxXOut, m_ColumnInfo[pn][i].fXOffset );
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}
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}
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RString Style::ColToButtonName( int iCol ) const
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{
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const char *pzColumnName = m_ColumnInfo[PLAYER_1][iCol].pzName;
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if( pzColumnName != NULL )
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return pzColumnName;
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GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
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return INPUTMAPPER->GetInputScheme()->GetGameButtonName(GI.button);
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}
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// Lua bindings
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the Style. */
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class LunaStyle: public Luna<Style>
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{
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public:
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static int GetName( T* p, lua_State *L ) { LuaHelpers::Push( L, (RString) p->m_szName ); return 1; }
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DEFINE_METHOD( GetStyleType, m_StyleType )
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DEFINE_METHOD( GetStepsType, m_StepsType )
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DEFINE_METHOD( ColumnsPerPlayer, m_iColsPerPlayer )
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DEFINE_METHOD( NeedsZoomOutWith2Players, m_bNeedsZoomOutWith2Players )
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DEFINE_METHOD( LockedDifficulty, m_bLockDifficulties )
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LunaStyle()
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{
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ADD_METHOD( GetName );
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ADD_METHOD( GetStyleType );
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ADD_METHOD( GetStepsType );
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ADD_METHOD( ColumnsPerPlayer );
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ADD_METHOD( NeedsZoomOutWith2Players );
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ADD_METHOD( LockedDifficulty );
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}
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};
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LUA_REGISTER_CLASS( Style )
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/*
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* (c) 2001-2002 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "global.h"
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/*
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* Styles define a set of columns for each player, and information about those
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* columns, like what Instruments are used play those columns and what track
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* to use to populate the column's notes.
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* A "track" is the term used to descibe a particular vertical sting of note
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* in NoteData.
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* A "column" is the term used to describe the vertical string of notes that
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* a player sees on the screen while they're playing. Column notes are
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* picked from a track, but columns and tracks don't have a 1-to-1
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* correspondance. For example, dance-versus has 8 columns but only 4 tracks
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* because two players place from the same set of 4 tracks.
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*/
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#include "Style.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "InputMapper.h"
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#include "NoteData.h"
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#include <float.h>
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bool Style::GetUsesCenteredArrows() const
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{
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switch( m_StyleType )
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{
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case StyleType_OnePlayerTwoSides:
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case StyleType_TwoPlayersSharedSides:
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return true;
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default:
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return false;
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}
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}
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void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const
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{
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ASSERT( pn >=0 && pn <= NUM_PLAYERS );
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int iNewToOriginalTrack[MAX_COLS_PER_PLAYER];
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for( int col=0; col<m_iColsPerPlayer; col++ )
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{
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ColumnInfo colInfo = m_ColumnInfo[pn][col];
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iNewToOriginalTrack[col] = colInfo.track;
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}
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noteDataOut.LoadTransformed( original, m_iColsPerPlayer, iNewToOriginalTrack );
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}
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GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
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{
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ASSERT_M( pn < NUM_PLAYERS && iCol < MAX_COLS_PER_PLAYER,
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ssprintf("P%i C%i", pn, iCol) );
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bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;
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FOREACH_ENUM( GameController, gc)
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{
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if( bUsingOneSide && gc != (int) pn )
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continue;
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int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
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for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
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{
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int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
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if( iThisInputCol == END_MAPPING )
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break;
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if( iThisInputCol == iCol )
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return GameInput( gc, gb );
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}
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}
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FAIL_M( ssprintf("Invalid column number %i for player %i in the style %s", iCol, pn, GAMESTATE->GetCurrentStyle()->m_szName) );
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};
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int Style::GameInputToColumn( const GameInput &GameI ) const
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{
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if( GameI.button < GAME_BUTTON_NEXT )
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return Column_Invalid;
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int iColumnIndex = GameI.button - GAME_BUTTON_NEXT;
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if( m_iInputColumn[GameI.controller][iColumnIndex] == NO_MAPPING )
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return Column_Invalid;
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for( int i = 0; i <= iColumnIndex; ++i )
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if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
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return Column_Invalid;
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return m_iInputColumn[GameI.controller][iColumnIndex];
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}
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void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
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{
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ASSERT( pn != PLAYER_INVALID );
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fMixXOut = FLT_MAX;
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fMaxXOut = FLT_MIN;
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for( int i=0; i<m_iColsPerPlayer; i++ )
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{
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fMixXOut = min( fMixXOut, m_ColumnInfo[pn][i].fXOffset );
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fMaxXOut = max( fMaxXOut, m_ColumnInfo[pn][i].fXOffset );
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}
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}
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RString Style::ColToButtonName( int iCol ) const
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{
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const char *pzColumnName = m_ColumnInfo[PLAYER_1][iCol].pzName;
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if( pzColumnName != nullptr )
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return pzColumnName;
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GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
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return INPUTMAPPER->GetInputScheme()->GetGameButtonName(GI.button);
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}
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// Lua bindings
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the Style. */
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class LunaStyle: public Luna<Style>
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{
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public:
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static int GetName( T* p, lua_State *L ) { LuaHelpers::Push( L, (RString) p->m_szName ); return 1; }
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DEFINE_METHOD( GetStyleType, m_StyleType )
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DEFINE_METHOD( GetStepsType, m_StepsType )
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DEFINE_METHOD( ColumnsPerPlayer, m_iColsPerPlayer )
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DEFINE_METHOD( NeedsZoomOutWith2Players, m_bNeedsZoomOutWith2Players )
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DEFINE_METHOD( LockedDifficulty, m_bLockDifficulties )
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LunaStyle()
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{
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ADD_METHOD( GetName );
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ADD_METHOD( GetStyleType );
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ADD_METHOD( GetStepsType );
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ADD_METHOD( ColumnsPerPlayer );
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ADD_METHOD( NeedsZoomOutWith2Players );
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ADD_METHOD( LockedDifficulty );
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}
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};
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LUA_REGISTER_CLASS( Style )
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/*
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* (c) 2001-2002 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
|
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
|
||||
*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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Block a user