move Character stuff out of messy GAMESTATE and into CHARMAN

This commit is contained in:
Chris Danford
2005-08-14 12:06:40 +00:00
parent 70d1f0eadb
commit e50a401341
16 changed files with 315 additions and 177 deletions
+40 -39
View File
@@ -12,6 +12,7 @@
#include "GameState.h"
#include "ThemeManager.h"
#include "ActorUtil.h"
#include "CharacterManager.h"
/* Constants */
@@ -81,25 +82,25 @@ void ScreenSelectMode::Init()
}
// check for character availability
vector<Character*> apCharacters;
if(ENABLE_CHAR_SELECT)
vector<Character*> vpCharacters;
if( ENABLE_CHAR_SELECT )
{
GAMESTATE->GetCharacters( apCharacters );
CHARMAN->GetCharacters( vpCharacters );
for(unsigned i=0; i<apCharacters.size(); i++)
for(unsigned i=0; i<vpCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
if(vpCharacters[i] != NULL) // check its not null
{
m_bCharsAvailable = true;
if(apCharacters[i]->Has2DElems())
if(vpCharacters[i]->Has2DElems())
{
CString mpath = apCharacters[i]->GetSongSelectIconPath();
CString mpath = vpCharacters[i]->GetSongSelectIconPath();
LOG->Trace("Char: %d, %s, 2D: true",i,mpath.c_str());
m_b2DAvailable = true;
}
else
{
CString mpath = apCharacters[i]->GetSongSelectIconPath();
CString mpath = vpCharacters[i]->GetSongSelectIconPath();
LOG->Trace("Char: %d, %s, 2D: false",i,mpath.c_str());
}
}
@@ -260,34 +261,34 @@ void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
void ScreenSelectMode::SetCharacters()
{
vector<Character*> apCharactersToUse;
vector<Character*> vpCharactersToUse;
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(ONLY_2D_CHARS && m_b2DAvailable)
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for(unsigned i=0; i<apCharacters.size(); i++)
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
for(unsigned i=0; i<vpCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
if(vpCharacters[i] != NULL) // check its not null
{
if(apCharacters[i]->Has2DElems())
if(vpCharacters[i]->Has2DElems())
{
apCharactersToUse.push_back(apCharacters[i]);
vpCharactersToUse.push_back(vpCharacters[i]);
}
}
}
}
else if(m_bCharsAvailable)
{
GAMESTATE->GetCharacters( apCharactersToUse );
CHARMAN->GetCharacters( vpCharactersToUse );
}
}
FOREACH_EnabledPlayer( pn )
{
if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
{
Character* pChar = apCharactersToUse[m_iCurrentChar[pn]];
Character* pChar = vpCharactersToUse[m_iCurrentChar[pn]];
GAMESTATE->m_pCurCharacters[pn] = pChar;
}
}
@@ -360,27 +361,27 @@ void ScreenSelectMode::DrawPrimitives()
void ScreenSelectMode::MenuUp(PlayerNumber pn)
{
vector<Character*> apCharactersToUse;
vector<Character*> vpCharactersToUse;
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(ONLY_2D_CHARS && m_b2DAvailable)
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for(unsigned i=0; i<apCharacters.size(); i++)
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
for(unsigned i=0; i<vpCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
if(vpCharacters[i] != NULL) // check its not null
{
if(apCharacters[i]->Has2DElems())
if(vpCharacters[i]->Has2DElems())
{
apCharactersToUse.push_back(apCharacters[i]);
vpCharactersToUse.push_back(vpCharacters[i]);
}
}
}
}
else if(m_bCharsAvailable)
{
GAMESTATE->GetCharacters( apCharactersToUse );
CHARMAN->GetCharacters( vpCharactersToUse );
}
}
@@ -388,14 +389,14 @@ void ScreenSelectMode::MenuUp(PlayerNumber pn)
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(m_iCurrentChar[pn] <= -1)
m_iCurrentChar[pn] = apCharactersToUse.size() -1;
m_iCurrentChar[pn] = vpCharactersToUse.size() -1;
else
m_iCurrentChar[pn]--; // set to no character
if(m_iCurrentChar[pn] != -1)
{
if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
if(vpCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
m_CurChar[pn].Load( vpCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
else
m_CurChar[pn].Load( THEME->GetPathG("ScreenSelectMode","chariconmissing") );
}
@@ -406,41 +407,41 @@ void ScreenSelectMode::MenuUp(PlayerNumber pn)
void ScreenSelectMode::MenuDown(PlayerNumber pn)
{
vector<Character*> apCharactersToUse;
vector<Character*> vpCharactersToUse;
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(ONLY_2D_CHARS && m_b2DAvailable)
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for(unsigned i=0; i<apCharacters.size(); i++)
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
for(unsigned i=0; i<vpCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
if(vpCharacters[i] != NULL) // check its not null
{
if(apCharacters[i]->Has2DElems())
if(vpCharacters[i]->Has2DElems())
{
apCharactersToUse.push_back(apCharacters[i]);
vpCharactersToUse.push_back(vpCharacters[i]);
}
}
}
}
else if(m_bCharsAvailable)
{
GAMESTATE->GetCharacters( apCharactersToUse );
CHARMAN->GetCharacters( vpCharactersToUse );
}
}
m_CurChar[pn].UnloadTexture();
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(m_iCurrentChar[pn] < (int)apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
if(m_iCurrentChar[pn] < (int)vpCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
m_iCurrentChar[pn]++;
else
m_iCurrentChar[pn] = -1; // set to no character
if(m_iCurrentChar[pn] != -1)
{
if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
if(vpCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
m_CurChar[pn].Load( vpCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
else
m_CurChar[pn].Load( THEME->GetPathG("ScreenSelectMode","chariconmissing") );
}