move Character stuff out of messy GAMESTATE and into CHARMAN
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@@ -11,6 +11,7 @@
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#include "PrefsManager.h"
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#include "RageTextureManager.h"
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#include "Command.h"
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#include "CharacterManager.h"
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#define TITLE_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
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@@ -58,7 +59,7 @@ void ScreenSelectCharacter::Init()
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ScreenWithMenuElements::Init();
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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CHARMAN->GetCharacters( apCharacters );
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if( apCharacters.empty() )
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{
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this->PostScreenMessage( SM_GoToNextScreen, 0 );
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@@ -240,7 +241,7 @@ void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
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case CHOOSING_HUMAN_CHARACTER:
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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CHARMAN->GetCharacters( apCharacters );
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Character* pChar = apCharacters[ m_iSelectedCharacter[pnAffected] ];
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m_sprCard[pnAffected].UnloadTexture();
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m_sprCard[pnAffected].Load( pChar->GetCardPath() );
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@@ -307,7 +308,7 @@ void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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CHARMAN->GetCharacters( apCharacters );
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m_iSelectedCharacter[pnAffected] += deltaValue;
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wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
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AfterValueChange(pn);
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@@ -350,7 +351,7 @@ void ScreenSelectCharacter::MenuStart( PlayerNumber pn )
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FOREACH_PlayerNumber( p )
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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CHARMAN->GetCharacters( apCharacters );
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Character* pChar = apCharacters[ m_iSelectedCharacter[p] ];
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GAMESTATE->m_pCurCharacters[p] = pChar;
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}
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