From f4e61675d504b4ea5cc3fb2a77328e6ce64eda91 Mon Sep 17 00:00:00 2001 From: Brandon W Date: Thu, 3 Apr 2025 20:33:43 -0400 Subject: [PATCH] PLAYER_1->main_player_ when referencing player state in editmode. --- src/ScreenEdit.cpp | 60 +++++++++++++++++++++++----------------------- 1 file changed, 30 insertions(+), 30 deletions(-) diff --git a/src/ScreenEdit.cpp b/src/ScreenEdit.cpp index 99a2b9505d..60f37da483 100644 --- a/src/ScreenEdit.cpp +++ b/src/ScreenEdit.cpp @@ -1714,8 +1714,8 @@ void ScreenEdit::Update( float fDeltaTime ) // selection (or appropriate quantization). float fStartPlayingAtBeat = NoteRowToBeat(m_iStartPlayingAt); float fStopPlayingAtBeat = NoteRowToBeat(m_iStopPlayingAt); - if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat <= fStartPlayingAtBeat || - GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat >= fStopPlayingAtBeat ) + if( GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat <= fStartPlayingAtBeat || + GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat >= fStopPlayingAtBeat ) continue; float fStartedHoldingSeconds = m_pSoundMusic->GetPositionSeconds() - fSecsHeld; @@ -1771,7 +1771,7 @@ void ScreenEdit::Update( float fDeltaTime ) } float fStopAtSeconds = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1; - if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fMusicSeconds > fStopAtSeconds ) + if( GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fMusicSeconds > fStopAtSeconds ) { TransitionEditState( ( LOOP_ON_CHART_END ? STATE_PLAYING : STATE_EDITING ) ); } @@ -2770,7 +2770,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB ) BackgroundChange bgChange; for (BackgroundChange &bgc : m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer)) { - if( bgc.m_fStartBeat == GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ) + if( bgc.m_fStartBeat == GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat ) { bAlreadyBGChangeHere = true; bgChange = bgc; @@ -2875,7 +2875,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB ) if( pCourse == nullptr ) return false; CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex]; - float fStartTime = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ); + float fStartTime = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat ); int iAttack = FindAttackAtTime( ce.attacks, fStartTime ); if( iAttack >= 0 ) @@ -2931,7 +2931,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB ) } } - ModsGroup &toEdit = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions; + ModsGroup &toEdit = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions; this->originalPlayerOptions.Assign(ModsLevel_Preferred, toEdit.GetPreferred()); g_fLastInsertAttackPositionSeconds = start; g_fLastInsertAttackDurationSeconds = end - start; @@ -2971,7 +2971,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB ) } g_fLastInsertAttackPositionSeconds = fStart; g_fLastInsertAttackDurationSeconds = fEnd - fStart; - GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Stage, po ); + GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.Assign( ModsLevel_Stage, po ); SCREENMAN->AddNewScreenToTop( SET_MOD_SCREEN, SM_BackFromInsertCourseAttackPlayerOptions ); } @@ -3581,7 +3581,7 @@ void ScreenEdit::HandleMessage( const Message &msg ) PlayerNumber pn; msg.GetParam( "Player", pn ); - if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_bMuteOnError ) + if( GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetCurrent().m_bMuteOnError ) { RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn ); if( pSoundReader == nullptr ) @@ -3960,7 +3960,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM ) } else if( SM == SM_BackFromInsertTapAttackPlayerOptions ) { - PlayerOptions poChosen = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetPreferred(); + PlayerOptions poChosen = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetPreferred(); RString sMods = poChosen.GetString(); const int row = BeatToNoteRow( GAMESTATE->m_Position.m_fSongBeat ); @@ -4183,7 +4183,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM ) } else { - ModsGroup &toEdit = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions; + ModsGroup &toEdit = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions; this->originalPlayerOptions.Assign(ModsLevel_Preferred, toEdit.GetPreferred()); PlayerOptions po; if (iAttack >= 0) @@ -4219,13 +4219,13 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM ) if( iAttack >= 0 ) po.FromString( ce.attacks[iAttack].sModifiers ); - GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Preferred, po ); + GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.Assign( ModsLevel_Preferred, po ); SCREENMAN->AddNewScreenToTop( SET_MOD_SCREEN, SM_BackFromInsertCourseAttackPlayerOptions ); } } else if (SM == SM_BackFromInsertStepAttackPlayerOptions) { - ModsGroup &toRestore = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions; + ModsGroup &toRestore = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions; PlayerOptions poChosen = toRestore.GetPreferred(); RString mods = poChosen.GetString(); @@ -4248,7 +4248,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM ) } else if( SM == SM_BackFromInsertCourseAttackPlayerOptions ) { - PlayerOptions poChosen = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetPreferred(); + PlayerOptions poChosen = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetPreferred(); RString sMods = poChosen.GetString(); Course *pCourse = GAMESTATE->m_pCurCourse; @@ -4419,7 +4419,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM ) else if( SM == SM_LoseFocus ) { // Snap the trailing beat, in case we lose focus while tweening. - m_fTrailingBeat = GetBeat(); //GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat; + m_fTrailingBeat = GetBeat(); //GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat; } ScreenWithMenuElements::HandleScreenMessage( SM ); @@ -4712,7 +4712,7 @@ SongPosition & ScreenEdit::GetAppropriatePosition() const { if (GAMESTATE->m_bIsUsingStepTiming) { - return GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position; + return GAMESTATE->m_pPlayerState[main_player_]->m_Position; } return GAMESTATE->m_Position; } @@ -4722,11 +4722,11 @@ inline void ScreenEdit::SetBeat(float fBeat) if( !GAMESTATE->m_bIsUsingStepTiming ) { GAMESTATE->m_Position.m_fSongBeat = fBeat; - GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->GetTimingData()->GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat)); + GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat = m_pSteps->GetTimingData()->GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat)); } else { - GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = fBeat; + GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat = fBeat; GAMESTATE->m_Position.m_fSongBeat = m_pSong->m_SongTiming.GetBeatFromElapsedTime(m_pSteps->GetTimingData()->GetElapsedTimeFromBeat(fBeat)); } } @@ -4737,7 +4737,7 @@ inline float ScreenEdit::GetBeat() { return GAMESTATE->m_Position.m_fSongBeat; } - return GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat; + return GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat; } inline int ScreenEdit::GetRow() @@ -4830,14 +4830,14 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const std::vector break; case play_current_beat_to_end: { - m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat); + m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat); m_iStopPlayingAt= GetSongOrNotesEnd(); TransitionEditState( STATE_PLAYING ); } break; case set_selection_start: { - const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat); + const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat); if( m_NoteFieldEdit.m_iEndMarker!=-1 && iCurrentRow >= m_NoteFieldEdit.m_iEndMarker ) { SCREENMAN->PlayInvalidSound(); @@ -4851,7 +4851,7 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const std::vector break; case set_selection_end: { - const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat); + const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat); if( m_NoteFieldEdit.m_iBeginMarker!=-1 && iCurrentRow <= m_NoteFieldEdit.m_iBeginMarker ) { SCREENMAN->PlayInvalidSound(); @@ -5367,7 +5367,7 @@ void ScreenEdit::HandleAlterMenuChoice(AlterMenuChoice c, const std::vector m_pSteps->m_Attacks : m_pSong->m_Attacks; int iAttack = FindAttackAtTime(attacks, start); - ModsGroup &toEdit = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions; + ModsGroup &toEdit = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions; this->originalPlayerOptions.Assign(ModsLevel_Preferred, toEdit.GetPreferred()); PlayerOptions po; if (iAttack >= 0) @@ -6097,11 +6097,11 @@ void ScreenEdit::SetupCourseAttacks() { /* This is the first beat that can be changed without it being visible. Until * we draw for the first time, any beat can be changed. */ - GAMESTATE->m_pPlayerState[PLAYER_1]->m_fLastDrawnBeat = -100; + GAMESTATE->m_pPlayerState[main_player_]->m_fLastDrawnBeat = -100; // Put course options into effect. - GAMESTATE->m_pPlayerState[PLAYER_1]->m_ModsToApply.clear(); - GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks(); + GAMESTATE->m_pPlayerState[main_player_]->m_ModsToApply.clear(); + GAMESTATE->m_pPlayerState[main_player_]->RemoveActiveAttacks(); if( GAMESTATE->m_pCurCourse ) @@ -6127,11 +6127,11 @@ void ScreenEdit::SetupCourseAttacks() } for (Attack &attack: Attacks) - GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( attack ); + GAMESTATE->m_pPlayerState[main_player_]->LaunchAttack( attack ); } else { - const PlayerOptions &p = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent(); + const PlayerOptions &p = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetCurrent(); if (GAMESTATE->m_pCurSong && p.m_fNoAttack == 0 && p.m_fRandAttack == 0 ) { AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ? @@ -6145,13 +6145,13 @@ void ScreenEdit::SetupCourseAttacks() // LaunchAttack is actually a misnomer. The function actually adds // the attack to a list in the PlayerState which is checked and // updated every tick to see which ones to actually activate. -Kyz - GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( attack ); + GAMESTATE->m_pPlayerState[main_player_]->LaunchAttack( attack ); } } } } - GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks(); + GAMESTATE->m_pPlayerState[main_player_]->RebuildPlayerOptionsFromActiveAttacks(); } void ScreenEdit::CopyToLastSave() @@ -6248,7 +6248,7 @@ void ScreenEdit::CheckNumberOfNotesAndUndo() if( EDIT_MODE.GetValue() != EditMode_Home ) return; - const float fBeat = GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat; + const float fBeat = GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat; const TimeSignatureSegment * curTime = GAMESTATE->m_pCurSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( fBeat ); int rowsPerMeasure = curTime->GetDen() * curTime->GetNum();