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
+4 -3
View File
@@ -7,6 +7,7 @@
#include "GameState.h"
#include "ThemeManager.h"
#include "RageTextureManager.h"
#include "PlayerState.h"
#define ITEM_X( i ) THEME->GetMetricF("ScoreDisplayBattle",ssprintf("Item%dX",i+1))
#define ITEM_Y( i ) THEME->GetMetricF("ScoreDisplayBattle",ssprintf("Item%dY",i+1))
@@ -31,9 +32,9 @@ ScoreDisplayBattle::ScoreDisplayBattle()
TEXTUREMAN->CacheTexture( asIconPaths[j] );
}
void ScoreDisplayBattle::Init( PlayerNumber pn )
void ScoreDisplayBattle::Init( const PlayerState* pPlayerState )
{
ScoreDisplay::Init( pn );
ScoreDisplay::Init( pPlayerState );
}
void ScoreDisplayBattle::Update( float fDelta )
@@ -42,7 +43,7 @@ void ScoreDisplayBattle::Update( float fDelta )
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
Attack attack = GAMESTATE->m_Inventory[m_PlayerNumber][s];
const Attack& attack = m_pPlayerState->m_Inventory[s];
CString sNewModifier = attack.sModifier;
if( sNewModifier != m_iLastSeenInventory[s] )