Move some player-specific data out of the bloated GameState class.

Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
This commit is contained in:
Chris Danford
2004-12-20 06:25:59 +00:00
parent 52545966e6
commit f840c014a9
70 changed files with 977 additions and 655 deletions
+3 -2
View File
@@ -39,6 +39,7 @@ void NetworkSyncManager::SelectUserSong() { }
#include "ScreenMessage.h"
#include "GameManager.h"
#include "arch/LoadingWindow/LoadingWindow.h"
#include "PlayerState.h"
const ScreenMessage SM_AddToChat = ScreenMessage(SM_User+4);
const ScreenMessage SM_ChangeSong = ScreenMessage(SM_User+5);
@@ -418,7 +419,7 @@ void NetworkSyncManager::StartRequest(short position)
FOREACH_PlayerNumber (p)
{
++players;
m_packet.WriteNT(GAMESTATE->m_PlayerOptions[p].GetString());
m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString());
}
for (int i=0; i<2-players; ++i)
m_packet.WriteNT(""); //Write a NULL if no player
@@ -697,7 +698,7 @@ void NetworkSyncManager::ReportPlayerOptions()
m_packet.ClearPacket();
m_packet.Write1( NSCUPOpts );
FOREACH_PlayerNumber (pn)
m_packet.WriteNT( GAMESTATE->m_PlayerOptions[pn].GetString() );
m_packet.WriteNT( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetString() );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}