diff --git a/src/GameState.h b/src/GameState.h index 89de4c05dc..8c404da28b 100644 --- a/src/GameState.h +++ b/src/GameState.h @@ -78,9 +78,9 @@ public: * the three credits needed to begin the game. */ BroadcastOnChange m_iCoins; /** @brief The player number used with Styles where one player controls both sides. */ - PlayerNumber m_MasterPlayerNumber; - bool m_bMultiplayer; - int m_iNumMultiplayerNoteFields; + PlayerNumber m_MasterPlayerNumber; + bool m_bMultiplayer; + int m_iNumMultiplayerNoteFields; bool DifficultiesLocked() const; bool ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st ); bool ChangePreferredDifficulty( PlayerNumber pn, int dir ); @@ -90,24 +90,24 @@ public: Difficulty GetClosestShownDifficulty( PlayerNumber pn ) const; Difficulty GetEasiestStepsDifficulty() const; Difficulty GetHardestStepsDifficulty() const; - RageTimer m_timeGameStarted; // from the moment the first player pressed Start - LuaTable *m_Environment; + RageTimer m_timeGameStarted; // from the moment the first player pressed Start + LuaTable *m_Environment; // This is set to a random number per-game/round; it can be used for a random seed. - int m_iGameSeed, m_iStageSeed; - RString m_sStageGUID; + int m_iGameSeed, m_iStageSeed; + RString m_sStageGUID; /** * @brief Determine if a second player can join in at this time. * @return true if a player can still enter the game, false otherwise. */ - bool PlayersCanJoin() const; - int GetCoinsNeededToJoin() const; - bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); } + bool PlayersCanJoin() const; + int GetCoinsNeededToJoin() const; + bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); } int GetNumSidesJoined() const; const Game* GetCurrentGame(); const Style* GetCurrentStyle() const; - void SetCurrentStyle( const Style *pStyle ); + void SetCurrentStyle( const Style *pStyle ); void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut ); bool IsPlayerEnabled( PlayerNumber pn ) const; @@ -129,17 +129,17 @@ public: BroadcastOnChange m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group BroadcastOnChange m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group - bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen + bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen BroadcastOnChange m_PreferredStepsType; BroadcastOnChange1D m_PreferredDifficulty; BroadcastOnChange1D m_PreferredCourseDifficulty;// used in nonstop BroadcastOnChange m_SortOrder; // set by MusicWheel - SortOrder m_PreferredSortOrder; // used by MusicWheel - EditMode m_EditMode; - bool IsEditing() const { return m_EditMode != EditMode_Invalid; } - bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true - bool m_bJukeboxUsesModifiers; - int m_iNumStagesOfThisSong; + SortOrder m_PreferredSortOrder; // used by MusicWheel + EditMode m_EditMode; + bool IsEditing() const { return m_EditMode != EditMode_Invalid; } + bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true + bool m_bJukeboxUsesModifiers; + int m_iNumStagesOfThisSong; /** * @brief Increase this every stage while not resetting on a continue. * @@ -159,8 +159,8 @@ public: void CancelStage(); void CommitStageStats(); void FinishStage(); - int GetNumStagesLeft( PlayerNumber pn ) const; - int GetSmallestNumStagesLeftForAnyHumanPlayer() const; + int GetNumStagesLeft( PlayerNumber pn ) const; + int GetSmallestNumStagesLeftForAnyHumanPlayer() const; bool IsFinalStageForAnyHumanPlayer() const; bool IsAnExtraStage() const; bool IsAnExtraStageAndSelectionLocked() const; @@ -173,7 +173,6 @@ public: bool m_bLoadingNextSong; int GetLoadingCourseSongIndex() const; - // State Info used during gameplay // NULL on ScreenSelectMusic if the currently selected wheel item isn't a Song. @@ -212,17 +211,14 @@ public: BroadcastOnChange m_bGameplayLeadIn; // Metricable noteskin things + //void LoadNoteSkinMetrics( PlayerNumber pn ); /* - void LoadNoteSkinMetrics( PlayerNumber pn ); int m_iNoteSkinColSpacing[NUM_PLAYERS]; int m_iNoteSkinArrowSize[NUM_PLAYERS]; */ // not sure I want to let noteskins change row spacing, as that changes how // the speed mods work... -aj //int m_iNoteSkinRowSpacing[NUM_PLAYERS]; - // what are these for, exactly? -aj - //bool m_bNoteSkinOverrideDim[NUM_PLAYERS]; - //bool m_bNoteSkinOverrideBright[NUM_PLAYERS]; float m_fMusicSecondsVisible; float m_fSongBeatVisible;