This commit is contained in:
Glenn Maynard
2006-10-07 03:43:41 +00:00
parent b67e57864e
commit cb746be4c3
16 changed files with 30 additions and 30 deletions
+1 -1
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@@ -79,7 +79,7 @@ bool CodeItem::EnteredCode( GameController controller ) const
for( unsigned i=0; i<buttons.size()-1; i++ ) for( unsigned i=0; i<buttons.size()-1; i++ )
{ {
GameInput gi( controller, buttons[i] ); GameInput gi( controller, buttons[i] );
if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_INVALID, &iep.InputList) ) if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_Invalid, &iep.InputList) )
return false; return false;
} }
return true; return true;
+1 -1
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@@ -35,7 +35,7 @@ void GameCommand::Init()
m_sText = ""; m_sText = "";
m_bInvalid = true; m_bInvalid = true;
m_iIndex = -1; m_iIndex = -1;
m_MultiPlayer = MultiPlayer_INVALID; m_MultiPlayer = MultiPlayer_Invalid;
m_pStyle = NULL; m_pStyle = NULL;
m_pm = PlayMode_Invalid; m_pm = PlayMode_Invalid;
m_dc = DIFFICULTY_INVALID; m_dc = DIFFICULTY_INVALID;
+1 -1
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@@ -878,7 +878,7 @@ bool GameState::IsMultiPlayerEnabled( MultiPlayer mp ) const
bool GameState::IsPlayerEnabled( const PlayerState* pPlayerState ) const bool GameState::IsPlayerEnabled( const PlayerState* pPlayerState ) const
{ {
if( pPlayerState->m_mp != MultiPlayer_INVALID ) if( pPlayerState->m_mp != MultiPlayer_Invalid )
return IsMultiPlayerEnabled( pPlayerState->m_mp ); return IsMultiPlayerEnabled( pPlayerState->m_mp );
if( pPlayerState->m_PlayerNumber != PLAYER_INVALID ) if( pPlayerState->m_PlayerNumber != PLAYER_INVALID )
return IsPlayerEnabled( pPlayerState->m_PlayerNumber ); return IsPlayerEnabled( pPlayerState->m_PlayerNumber );
+3 -3
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@@ -12,7 +12,7 @@ REGISTER_ACTOR_CLASS( HoldJudgment )
HoldJudgment::HoldJudgment() HoldJudgment::HoldJudgment()
{ {
m_mpToTrack = MultiPlayer_INVALID; m_mpToTrack = MultiPlayer_Invalid;
} }
void HoldJudgment::Load( const RString &sPath ) void HoldJudgment::Load( const RString &sPath )
@@ -76,14 +76,14 @@ void HoldJudgment::SetHoldJudgment( HoldNoteScore hns )
void HoldJudgment::LoadFromMultiPlayer( MultiPlayer mp ) void HoldJudgment::LoadFromMultiPlayer( MultiPlayer mp )
{ {
ASSERT( m_mpToTrack == MultiPlayer_INVALID ); // assert only load once ASSERT( m_mpToTrack == MultiPlayer_Invalid ); // assert only load once
m_mpToTrack = mp; m_mpToTrack = mp;
this->SubscribeToMessage( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_mpToTrack) ); this->SubscribeToMessage( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_mpToTrack) );
} }
void HoldJudgment::HandleMessage( const RString &sMessage ) void HoldJudgment::HandleMessage( const RString &sMessage )
{ {
ASSERT( m_mpToTrack != MultiPlayer_INVALID ); ASSERT( m_mpToTrack != MultiPlayer_Invalid );
if( sMessage == MessageToString( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_mpToTrack) ) ) if( sMessage == MessageToString( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_mpToTrack) ) )
SetHoldJudgment( STATSMAN->m_CurStageStats.m_multiPlayer[m_mpToTrack].hnsLast ); SetHoldJudgment( STATSMAN->m_CurStageStats.m_multiPlayer[m_mpToTrack].hnsLast );
+1 -1
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@@ -14,7 +14,7 @@ public:
type(IET_FIRST_PRESS), type(IET_FIRST_PRESS),
MenuI(MenuButton_INVALID), MenuI(MenuButton_INVALID),
pn(PLAYER_INVALID), pn(PLAYER_INVALID),
mp(MultiPlayer_INVALID) { } mp(MultiPlayer_Invalid) { }
DeviceInput DeviceI; DeviceInput DeviceI;
GameInput GameI; GameInput GameI;
InputEventType type; InputEventType type;
+4 -4
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@@ -809,7 +809,7 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
if( GameToDevice( GameI, i, DeviceI ) ) if( GameToDevice( GameI, i, DeviceI ) )
{ {
if( mp != MultiPlayer_INVALID ) if( mp != MultiPlayer_Invalid )
DeviceI.device = MultiPlayerToInputDevice(mp); DeviceI.device = MultiPlayerToInputDevice(mp);
if( INPUTFILTER->IsBeingPressed(DeviceI, pButtonState) ) if( INPUTFILTER->IsBeingPressed(DeviceI, pButtonState) )
return true; return true;
@@ -859,7 +859,7 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
DeviceInput DeviceI; DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) ) if( GameToDevice( GameI, i, DeviceI ) )
{ {
if( mp != MultiPlayer_INVALID ) if( mp != MultiPlayer_Invalid )
DeviceI.device = MultiPlayerToInputDevice(mp); DeviceI.device = MultiPlayerToInputDevice(mp);
fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) ); fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
} }
@@ -902,7 +902,7 @@ void InputMapper::ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn )
InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp ) InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
{ {
if( mp == MultiPlayer_INVALID ) if( mp == MultiPlayer_Invalid )
return InputDevice_Invalid; return InputDevice_Invalid;
return enum_add2( DEVICE_JOY1, mp ); return enum_add2( DEVICE_JOY1, mp );
} }
@@ -910,7 +910,7 @@ InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id ) MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id )
{ {
if( id == InputDevice_Invalid ) if( id == InputDevice_Invalid )
return MultiPlayer_INVALID; return MultiPlayer_Invalid;
return enum_add2( MultiPlayer_1, id - DEVICE_JOY1 ); return enum_add2( MultiPlayer_1, id - DEVICE_JOY1 );
} }
+2 -2
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@@ -60,10 +60,10 @@ public:
void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ); void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
PlayerNumber ControllerToPlayerNumber( GameController controller ); PlayerNumber ControllerToPlayerNumber( GameController controller );
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID ); float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid );
float GetSecsHeld( MenuButton MenuI, PlayerNumber pn ); float GetSecsHeld( MenuButton MenuI, PlayerNumber pn );
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL ); bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL );
bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn ); bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn );
void ResetKeyRepeat( const GameInput &GameI ); void ResetKeyRepeat( const GameInput &GameI );
+3 -3
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@@ -13,7 +13,7 @@ REGISTER_ACTOR_CLASS( Judgment )
Judgment::Judgment() Judgment::Judgment()
{ {
m_mpToTrack = MultiPlayer_INVALID; m_mpToTrack = MultiPlayer_Invalid;
} }
void Judgment::LoadFromNode( const RString& sDir, const XNode* pNode ) void Judgment::LoadFromNode( const RString& sDir, const XNode* pNode )
@@ -105,14 +105,14 @@ void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
void Judgment::LoadFromMultiPlayer( MultiPlayer mp ) void Judgment::LoadFromMultiPlayer( MultiPlayer mp )
{ {
ASSERT( m_mpToTrack == MultiPlayer_INVALID ); // assert only load once ASSERT( m_mpToTrack == MultiPlayer_Invalid ); // assert only load once
m_mpToTrack = mp; m_mpToTrack = mp;
this->SubscribeToMessage( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) ); this->SubscribeToMessage( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) );
} }
void Judgment::HandleMessage( const RString &sMessage ) void Judgment::HandleMessage( const RString &sMessage )
{ {
if( m_mpToTrack != MultiPlayer_INVALID && sMessage == MessageToString( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) ) ) if( m_mpToTrack != MultiPlayer_Invalid && sMessage == MessageToString( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) ) )
SetJudgment( STATSMAN->m_CurStageStats.m_multiPlayer[m_mpToTrack].tnsLast, false ); // FIXME: save and pass early bool? SetJudgment( STATSMAN->m_CurStageStats.m_multiPlayer[m_mpToTrack].tnsLast, false ); // FIXME: save and pass early bool?
ActorFrame::HandleMessage( sMessage ); ActorFrame::HandleMessage( sMessage );
+3 -3
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@@ -209,7 +209,7 @@ void Player::Init(
if( GAMESTATE->m_bMultiplayer && !m_sprJudgmentFrame.IsLoaded() ) // only load the first time if( GAMESTATE->m_bMultiplayer && !m_sprJudgmentFrame.IsLoaded() ) // only load the first time
{ {
GameCommand gc; GameCommand gc;
ASSERT( pPlayerState->m_mp != MultiPlayer_INVALID ); ASSERT( pPlayerState->m_mp != MultiPlayer_Invalid );
gc.m_MultiPlayer = pPlayerState->m_mp; gc.m_MultiPlayer = pPlayerState->m_mp;
{ {
@@ -695,7 +695,7 @@ void Player::Update( float fDeltaTime )
if( m_pPlayerStageStats != NULL ) if( m_pPlayerStageStats != NULL )
m_pPlayerStageStats->hnsLast = hns; m_pPlayerStageStats->hnsLast = hns;
if( m_pPlayerState->m_mp != MultiPlayer_INVALID ) if( m_pPlayerState->m_mp != MultiPlayer_Invalid )
MESSAGEMAN->Broadcast( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_pPlayerState->m_mp) ); MESSAGEMAN->Broadcast( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_pPlayerState->m_mp) );
m_vHoldJudgment[iTrack]->SetHoldJudgment( hns ); m_vHoldJudgment[iTrack]->SetHoldJudgment( hns );
@@ -1760,7 +1760,7 @@ void Player::SetJudgment( TapNoteScore tns, bool bEarly )
{ {
if( m_pPlayerStageStats ) if( m_pPlayerStageStats )
m_pPlayerStageStats->tnsLast = tns; m_pPlayerStageStats->tnsLast = tns;
if( m_pPlayerState->m_mp != MultiPlayer_INVALID ) if( m_pPlayerState->m_mp != MultiPlayer_Invalid )
MESSAGEMAN->Broadcast( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_pPlayerState->m_mp) ); MESSAGEMAN->Broadcast( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_pPlayerState->m_mp) );
if( m_pJudgment ) if( m_pJudgment )
+1 -1
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@@ -91,7 +91,7 @@ MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) ) for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
if( GAMESTATE->IsMultiPlayerEnabled(mp) ) if( GAMESTATE->IsMultiPlayerEnabled(mp) )
return mp; return mp;
return MultiPlayer_INVALID; return MultiPlayer_Invalid;
} }
/* /*
+2 -2
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@@ -70,7 +70,7 @@ enum MultiPlayer
MultiPlayer_31, MultiPlayer_31,
MultiPlayer_32, MultiPlayer_32,
NUM_MultiPlayer, // leave this at the end NUM_MultiPlayer, // leave this at the end
MultiPlayer_INVALID MultiPlayer_Invalid
}; };
const RString& MultiPlayerToString( MultiPlayer mp ); const RString& MultiPlayerToString( MultiPlayer mp );
const RString& MultiPlayerToLocalizedString( MultiPlayer mp ); const RString& MultiPlayerToLocalizedString( MultiPlayer mp );
@@ -78,7 +78,7 @@ LuaDeclareType( MultiPlayer );
#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM2( MultiPlayer, pn ) #define FOREACH_MultiPlayer( pn ) FOREACH_ENUM2( MultiPlayer, pn )
#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_INVALID; mp=GetNextEnabledMultiPlayer(mp) ) #define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp ); MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
+1 -1
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@@ -6,7 +6,7 @@
PlayerState::PlayerState() PlayerState::PlayerState()
{ {
m_PlayerNumber = PLAYER_INVALID; m_PlayerNumber = PLAYER_INVALID;
m_mp = MultiPlayer_INVALID; m_mp = MultiPlayer_Invalid;
Reset(); Reset();
} }
+4 -4
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@@ -97,7 +97,7 @@ static Preference<bool> g_bEasterEggs( "EasterEggs", true );
PlayerInfo::PlayerInfo() PlayerInfo::PlayerInfo()
{ {
m_pn = PLAYER_INVALID; m_pn = PLAYER_INVALID;
m_mp = MultiPlayer_INVALID; m_mp = MultiPlayer_Invalid;
m_bIsDummy = false; m_bIsDummy = false;
m_pLifeMeter = NULL; m_pLifeMeter = NULL;
m_ptextCourseSongNumber = NULL; m_ptextCourseSongNumber = NULL;
@@ -243,7 +243,7 @@ bool PlayerInfo::IsEnabled()
{ {
if( m_pn != PLAYER_INVALID ) if( m_pn != PLAYER_INVALID )
return GAMESTATE->IsPlayerEnabled( m_pn ); return GAMESTATE->IsPlayerEnabled( m_pn );
if( m_mp != MultiPlayer_INVALID ) if( m_mp != MultiPlayer_Invalid )
return GAMESTATE->IsMultiPlayerEnabled( m_mp ); return GAMESTATE->IsMultiPlayerEnabled( m_mp );
else if( m_bIsDummy ) else if( m_bIsDummy )
return true; return true;
@@ -286,7 +286,7 @@ GetNextEnabledPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<Player
continue; continue;
if( !iter->IsEnabled() ) if( !iter->IsEnabled() )
continue; continue;
if( iter->m_mp != MultiPlayer_INVALID ) if( iter->m_mp != MultiPlayer_Invalid )
continue; continue;
return iter; return iter;
} }
@@ -2173,7 +2173,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
if( GAMESTATE->m_bMultiplayer ) if( GAMESTATE->m_bMultiplayer )
{ {
if( input.mp != MultiPlayer_INVALID && if( input.mp != MultiPlayer_Invalid &&
input.type==IET_FIRST_PRESS && input.type==IET_FIRST_PRESS &&
iCol != Column_INVALID && iCol != Column_INVALID &&
GAMESTATE->IsMultiPlayerEnabled(input.mp) ) GAMESTATE->IsMultiPlayerEnabled(input.mp) )
+1 -1
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@@ -51,7 +51,7 @@ public:
PlayerStageStats *GetPlayerStageStats(); PlayerStageStats *GetPlayerStageStats();
PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; } PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
bool IsEnabled(); bool IsEnabled();
bool IsMultiPlayer() const { return m_mp != MultiPlayer_INVALID; } bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
RString GetName() const RString GetName() const
{ {
if( m_bIsDummy ) if( m_bIsDummy )
+1 -1
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@@ -8,7 +8,7 @@ void ScreenGameplayNormal::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
{ {
vPlayerInfoOut.resize( NUM_PLAYERS ); vPlayerInfoOut.resize( NUM_PLAYERS );
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
vPlayerInfoOut[p].Load( p, MultiPlayer_INVALID, true ); vPlayerInfoOut[p].Load( p, MultiPlayer_Invalid, true );
}; };
// lua end // lua end
+1 -1
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@@ -1358,7 +1358,7 @@ void HandleInputEvents(float fDeltaTime)
INPUTMAPPER->DeviceToGame( input.DeviceI, input.GameI ); INPUTMAPPER->DeviceToGame( input.DeviceI, input.GameI );
input.mp = MultiPlayer_INVALID; input.mp = MultiPlayer_Invalid;
{ {
// Translate input to the appropriate MultiPlayer. Assume that all // Translate input to the appropriate MultiPlayer. Assume that all