load from PlayerState and PlayerStageStats, not PlayerNumber and looking up in GameState

This commit is contained in:
Chris Danford
2005-08-23 21:04:35 +00:00
parent ed0ffb679a
commit fdb9764c81
5 changed files with 26 additions and 24 deletions
+5 -5
View File
@@ -856,10 +856,10 @@ void BackgroundImpl::Update( float fDeltaTime )
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerInDanger(p) )
if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
m_DangerPlayer[p].Update( fDeltaTime );
if( GAMESTATE->IsPlayerDead(p) )
if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
m_DeadPlayer[p].Update( fDeltaTime );
}
@@ -907,9 +907,9 @@ void BackgroundImpl::DrawPrimitives()
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerInDanger(p) )
if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
m_DangerPlayer[p].Draw();
if( GAMESTATE->IsPlayerDead(p) )
if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
m_DeadPlayer[p].Draw();
}
}
@@ -929,7 +929,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
bool BackgroundImpl::IsDangerAllVisible()
{
FOREACH_PlayerNumber( p )
if( GAMESTATE->GetPlayerFailType(p) == SongOptions::FAIL_OFF )
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == SongOptions::FAIL_OFF )
return false;
if( !PREFSMAN->m_bShowDanger )
return false;
+14 -13
View File
@@ -15,13 +15,14 @@ ThemeMetric<int> PERCENT_TOTAL_SIZE ( "PercentageDisplay", "PercentTotalSize" )
PercentageDisplay::PercentageDisplay()
{
m_pSource = NULL;
m_pPlayerState = NULL;
m_pPlayerStageStats = NULL;
}
void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, const CString &sMetricsGroup, bool bAutoRefresh )
void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const CString &sMetricsGroup, bool bAutoRefresh )
{
m_PlayerNumber = pn;
m_pSource = pSource;
m_pPlayerState = pPlayerState;
m_pPlayerStageStats = pPlayerStageStats;
m_bAutoRefresh = bAutoRefresh;
m_Last = -1;
m_LastMax = -1;
@@ -32,9 +33,9 @@ void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, const
if( PREFSMAN->m_bDancePointsForOni )
m_textPercent.SetName( ssprintf("DancePointsP%i", pn+1) );
m_textPercent.SetName( "DancePoints" + PlayerNumberToString(m_pPlayerState->m_PlayerNumber) );
else
m_textPercent.SetName( ssprintf("PercentP%i", pn+1) );
m_textPercent.SetName( "Percent" + PlayerNumberToString(m_pPlayerState->m_PlayerNumber) );
m_textPercent.LoadFromFont( THEME->GetPathF(sMetricsGroup,"text") );
ActorUtil::SetXYAndOnCommand( m_textPercent, sMetricsGroup );
@@ -43,7 +44,7 @@ void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, const
if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER )
{
m_textPercentRemainder.SetName( ssprintf("PercentRemainderP%d",pn+1) );
m_textPercentRemainder.SetName( "PercentRemainder" + PlayerNumberToString(m_pPlayerState->m_PlayerNumber) );
m_textPercentRemainder.LoadFromFont( THEME->GetPathF(sMetricsGroup,"remainder") );
ActorUtil::SetXYAndOnCommand( m_textPercentRemainder, sMetricsGroup );
ASSERT( m_textPercentRemainder.HasCommand("Off") );
@@ -71,8 +72,8 @@ void PercentageDisplay::Update( float fDeltaTime )
void PercentageDisplay::Refresh()
{
const int iActualDancePoints = m_pSource->iActualDancePoints;
const int iCurPossibleDancePoints = m_pSource->iCurPossibleDancePoints;
const int iActualDancePoints = m_pPlayerStageStats->iActualDancePoints;
const int iCurPossibleDancePoints = m_pPlayerStageStats->iCurPossibleDancePoints;
if( iActualDancePoints == m_Last && iCurPossibleDancePoints == m_LastMax )
return;
@@ -88,12 +89,12 @@ void PercentageDisplay::Refresh()
}
else
{
float fPercentDancePoints = m_pSource->GetPercentDancePoints();
float fCurMaxPercentDancePoints = m_pSource->GetCurMaxPercentDancePoints();
float fPercentDancePoints = m_pPlayerStageStats->GetPercentDancePoints();
float fCurMaxPercentDancePoints = m_pPlayerStageStats->GetCurMaxPercentDancePoints();
if ( APPLY_SCORE_DISPLAY_OPTIONS )
if( APPLY_SCORE_DISPLAY_OPTIONS )
{
switch( GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_CurrentPlayerOptions.m_ScoreDisplay )
switch( m_pPlayerState->m_CurrentPlayerOptions.m_ScoreDisplay )
{
case PlayerOptions::SCORING_ADD:
// nothing to do
+4 -4
View File
@@ -9,13 +9,13 @@
#include "StageStats.h"
#include "ThemeMetric.h"
struct PlayerState;
class PlayerState;
class PercentageDisplay: public ActorFrame
{
public:
PercentageDisplay();
void Load( PlayerNumber pn, PlayerStageStats *pSource, const CString &sMetricsGroup, bool bAutoRefresh );
void Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const CString &sMetricsGroup, bool bAutoRefresh );
void Update( float fDeltaTime );
void TweenOffScreen();
@@ -27,8 +27,8 @@ private:
ThemeMetric<bool> APPLY_SCORE_DISPLAY_OPTIONS;
void Refresh();
PlayerNumber m_PlayerNumber;
PlayerStageStats *m_pSource;
const PlayerState *m_pPlayerState;
const PlayerStageStats *m_pPlayerStageStats;
bool m_bAutoRefresh;
int m_Last;
int m_LastMax;
+1 -1
View File
@@ -491,7 +491,7 @@ void ScreenEvaluation::Init()
/* Use "ScreenEvaluation Percent" for the [metric set], but position and
* tween it with "PercentP1X", etc. */
m_Percent[p].SetName( ssprintf("PercentP%d",p+1) );
m_Percent[p].Load( p, &STATSMAN->m_CurStageStats.m_player[p], "ScreenEvaluation Percent", true );
m_Percent[p].Load( GAMESTATE->m_pPlayerState[p], &STATSMAN->m_CurStageStats.m_player[p], "ScreenEvaluation Percent", true );
SET_XY_AND_ON_COMMAND( m_Percent[p] );
this->AddChild( &m_Percent[p] );
}
+2 -1
View File
@@ -19,6 +19,7 @@
#include "ActorUtil.h"
#include "PrefsManager.h"
#include "CharacterManager.h"
#include "StatsManager.h"
static const ThemeMetric<CString> STEPFILE ("ScreenHowToPlay","Stepfile");
static const ThemeMetric<int> NUM_PERFECTS ("ScreenHowToPlay","NumPerfects");
@@ -125,7 +126,7 @@ void ScreenHowToPlay::Init()
{
m_pLifeMeterBar = new LifeMeterBar;
m_pLifeMeterBar->SetName("LifeMeterBar");
m_pLifeMeterBar->Load( PLAYER_1 );
m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
m_pLifeMeterBar->FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
}