clean up CPU player naming

add default CPU player modifiers
This commit is contained in:
Chris Danford
2004-05-16 02:51:55 +00:00
parent 79e5c41476
commit ee4427a54b
8 changed files with 47 additions and 20 deletions
+27 -6
View File
@@ -42,6 +42,7 @@
#include <ctime>
#define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" )
#define DEFAULT_CPU_MODIFIERS THEME->GetMetric( "Common","DefaultCpuModifiers" )
#define DIFFICULTIES_TO_SHOW THEME->GetMetric( "Common","DifficultiesToShow" )
GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
@@ -168,7 +169,7 @@ void GameState::Reset()
}
m_SongOptions.Init();
for( p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber(p)
{
// I can't think of a good reason to have both game-specific
// default mods and theme specific default mods. We should choose
@@ -177,11 +178,11 @@ void GameState::Reset()
// The theme setting is for eg. BM being reverse by default. (This
// could be done in the title menu ModeChoice, but then it wouldn't
// affect demo, and other non-gameplay things ...) -glenn
ApplyModifiers( (PlayerNumber)p, DEFAULT_MODIFIERS );
ApplyModifiers( (PlayerNumber)p, PREFSMAN->m_sDefaultModifiers );
ApplyModifiers( p, DEFAULT_MODIFIERS );
ApplyModifiers( p, PREFSMAN->m_sDefaultModifiers );
}
for( p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber(p)
{
if( PREFSMAN->m_ShowDancingCharacters == PrefsManager::CO_RANDOM)
m_pCurCharacters[p] = GetRandomCharacter();
@@ -190,7 +191,7 @@ void GameState::Reset()
ASSERT( m_pCurCharacters[p] );
}
for( p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber(p)
{
m_fSuperMeterGrowthScale[p] = 1;
m_iCpuSkill[p] = 5;
@@ -275,7 +276,10 @@ void GameState::PlayersFinalized()
m_pCurSong = pProfile->m_pLastSong;
}
FOREACH_CpuPlayer( pn )
{
ApplyModifiers( pn, DEFAULT_CPU_MODIFIERS );
}
}
/* This data is added to each player profile, and to the machine profile per-player. */
@@ -693,6 +697,23 @@ int GameState::GetCourseSongIndex() const
return iSongIndex;
}
CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
{
ASSERT( IsPlayerEnabled(pn) );
const CString defaultnames[NUM_PLAYERS] = { "PLAYER 1", "PLAYER 2" };
if( IsHumanPlayer(pn) )
{
if( !PROFILEMAN->GetPlayerName(pn).empty() )
return PROFILEMAN->GetPlayerName(pn);
else
return defaultnames[pn];
}
else
{
return "CPU";
}
}
bool GameState::PlayersCanJoin() const
{
return GetNumSidesJoined() == 0 || this->m_CurStyle == STYLE_INVALID; // selecting a style finalizes the players