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itgmania212121/stepmania/src/Player.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
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Class: Player
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
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#include "Player.h"
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#include "GameConstantsAndTypes.h"
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#include <math.h> // for fabs()
#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "ArrowEffects.h"
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#include "GameManager.h"
#include "InputMapper.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "ScoreKeeperMAX2.h"
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#include "RageLog.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "ThemeManager.h"
#include "Combo.h"
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#include "ScoreDisplay.h"
#include "LifeMeter.h"
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#include "PlayerAI.h"
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#include "NoteFieldPositioning.h"
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#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
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#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
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#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
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#define COMBO_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "ComboXOffsetBothSides" : ssprintf("ComboXOffsetOneSideP%d",p+1))
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#define COMBO_Y THEME->GetMetricF("Player","ComboY")
#define HOLD_JUDGMENT_Y THEME->GetMetricF("Player","HoldJudgmentY")
CachedThemeMetricI BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
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#define START_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StartDrawingAtPixels")
#define STOP_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StopDrawingAtPixels")
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#define MAX_PRO_TIMING_ERROR THEME->GetMetricI("Player","MaxProTimingError")
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/* Distance to search for a note in Step(). */
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/* Units? */
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static const float StepSearchDistanceBackwards = 1.0f;
static const float StepSearchDistanceForwards = 1.0f;
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Player::Player()
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{
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BRIGHT_GHOST_COMBO_THRESHOLD.Refresh();
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m_PlayerNumber = PLAYER_INVALID;
m_bShowJudgment = true;
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m_pLifeMeter = NULL;
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m_pCombinedLifeMeter = NULL;
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m_pScore = NULL;
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m_pPrimaryScoreKeeper = NULL;
m_pSecondaryScoreKeeper = NULL;
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m_pInventory = NULL;
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m_iOffsetSample = 0;
this->AddChild( &m_ArrowBackdrop );
this->AddChild( &m_NoteField );
this->AddChild( &m_GrayArrowRow );
this->AddChild( &m_GhostArrowRow );
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this->AddChild( &m_Judgment );
this->AddChild( &m_Combo );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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this->AddChild( &m_HoldJudgment[c] );
PlayerAI::InitFromDisk();
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}
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Player::~Player()
{
}
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void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper )
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{
//LOG->Trace( "Player::Load()", );
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m_PlayerNumber = pn;
m_pLifeMeter = pLM;
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m_pCombinedLifeMeter = pCombinedLM;
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m_pScore = pScore;
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m_pInventory = pInventory;
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m_pPrimaryScoreKeeper = pPrimaryScoreKeeper;
m_pSecondaryScoreKeeper = pSecondaryScoreKeeper;
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m_iRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1;
// m_iRowLastCrossed = -1;
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load(pn);
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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// init scoring
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NoteDataWithScoring::Init();
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// copy note data
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this->CopyAll( pNoteData );
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[pn] ) // Oni dead
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this->ClearAll();
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/* The editor reuses Players ... so we really need to make sure everything
* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
* then we could just this->StopTweening()? -glenn */
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m_Judgment.StopTweening();
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// m_Combo.Reset(); // don't reset combos between songs in a course!
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m_Combo.Init( pn );
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m_Judgment.Reset();
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if( m_pScore )
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m_pScore->Init( pn );
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if( !GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes )
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NoteDataUtil::RemoveHoldNotes(*this);
switch( GAMESTATE->m_PlayerOptions[pn].m_Turn )
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{
case PlayerOptions::TURN_NONE: break;
case PlayerOptions::TURN_MIRROR: NoteDataUtil::Turn( *this, NoteDataUtil::mirror ); break;
case PlayerOptions::TURN_LEFT: NoteDataUtil::Turn( *this, NoteDataUtil::left ); break;
case PlayerOptions::TURN_RIGHT: NoteDataUtil::Turn( *this, NoteDataUtil::right ); break;
case PlayerOptions::TURN_SHUFFLE: NoteDataUtil::Turn( *this, NoteDataUtil::shuffle ); break;
case PlayerOptions::TURN_SUPER_SHUFFLE: NoteDataUtil::Turn( *this, NoteDataUtil::super_shuffle ); break;
default: ASSERT(0);
}
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switch( GAMESTATE->m_PlayerOptions[pn].m_Transform )
{
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case PlayerOptions::TRANSFORM_NONE: break;
case PlayerOptions::TRANSFORM_LITTLE: NoteDataUtil::Little(*this); break;
case PlayerOptions::TRANSFORM_WIDE: NoteDataUtil::Wide(*this); break;
case PlayerOptions::TRANSFORM_BIG: NoteDataUtil::Big(*this); break;
case PlayerOptions::TRANSFORM_QUICK: NoteDataUtil::Quick(*this); break;
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case PlayerOptions::TRANSFORM_SKIPPY: NoteDataUtil::Skippy(*this); break;
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default: ASSERT(0);
}
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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m_ArrowBackdrop.Unload();
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CString BackdropName = g_NoteFieldMode[pn].m_Backdrop;
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if( !BackdropName.empty() )
m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
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m_ArrowBackdrop.SetPlayer( pn );
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m_GrayArrowRow.Load( pn );
m_GhostArrowRow.Load( pn );
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
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m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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/* These commands add to the above positioning, and are usually empty. */
m_Judgment.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
m_Combo.Command( g_NoteFieldMode[pn].m_ComboCmd );
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int c;
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
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{
m_HoldJudgment[c].SetY( bReverse ? SCREEN_BOTTOM-HOLD_JUDGMENT_Y : SCREEN_TOP+HOLD_JUDGMENT_Y );
m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
m_HoldJudgment[c].Command( g_NoteFieldMode[pn].m_HoldJudgmentCmd[c] );
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}
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m_ArrowBackdrop.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_NoteField.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
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{
m_NoteField.SetZoom( 0.5f );
m_GrayArrowRow.SetZoom( 0.5f );
m_GhostArrowRow.SetZoom( 0.5f );
}
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m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
}
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void Player::Update( float fDeltaTime )
{
//LOG->Trace( "Player::Update(%f)", fDeltaTime );
if( GAMESTATE->m_pCurSong==NULL )
return;
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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//
// Check for TapNote misses
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//
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UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
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//
// update HoldNotes logic
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//
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for( int i=0; i < GetNumHoldNotes(); i++ ) // for each HoldNote
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{
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const HoldNote &hn = GetHoldNote(i);
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HoldNoteScore hns = GetHoldNoteScore(i);
float fLife = GetHoldNoteLife(i);
int iHoldStartIndex = BeatToNoteRow(hn.fStartBeat);
m_NoteField.m_bIsHoldingHoldNote[i] = false; // set host flag so NoteField can do intelligent drawing
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if( hns != HNS_NONE ) // if this HoldNote already has a result
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continue; // we don't need to update the logic for this one
const StyleInput StyleI( m_PlayerNumber, hn.iTrack );
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const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = GetTapNoteScore(hn.iTrack, iHoldStartIndex);
const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
// If the song beat is in the range of this hold:
if( hn.fStartBeat <= fSongBeat && fSongBeat <= hn.fEndBeat )
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{
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
// TODO: Make the CPU miss sometimes.
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != PC_HUMAN )
bIsHoldingButton = true;
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// set hold flag so NoteField can do intelligent drawing
m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote;
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if( bSteppedOnTapNote ) // this note is not judged and we stepped on its head
m_NoteField.GetHoldNote(i).fStartBeat = fSongBeat; // move the start of this Hold
if( bSteppedOnTapNote && bIsHoldingButton )
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{
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// Increase life
fLife = 1;
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m_GhostArrowRow.HoldNote( hn.iTrack ); // update the "electric ghost" effect
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}
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else
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{
/* What is this conditional for? It causes a problem: if a hold note
* begins on a freeze, you can tap it and then release it for the
* duration of the freeze; life doesn't count down until we're
* past the first beat. */
// if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
// {
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// Decrease life
fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowOKSeconds;
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fLife = max( fLife, 0 ); // clamp
// }
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}
}
/* check for NG. If the head was missed completely, don't count
* an NG. */
if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
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hns = HNS_NG;
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// check for OK
if( fSongBeat >= hn.fEndBeat && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
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{
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fLife = 1;
hns = HNS_OK;
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m_GhostArrowRow.TapNote( StyleI.col, TNS_PERFECT, true ); // bright ghost flash
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}
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if( hns != HNS_NONE )
{
/* this note has been judged */
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HandleHoldScore( hns, tns );
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m_HoldJudgment[hn.iTrack].SetHoldJudgment( hns );
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}
m_NoteField.SetHoldNoteLife(i, fLife); // update the NoteField display
m_NoteField.SetHoldNoteScore(i, hns); // update the NoteField display
SetHoldNoteLife(i, fLife);
SetHoldNoteScore(i, hns);
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}
// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
/* We want to send the crossed row message exactly when we cross the row--not
* .5 before the row. Use MAX3 as a test case: without rounding, autoplay steps
* early. -glenn */
const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
if( iRowNow >= 0 )
{
for( ; m_iRowLastCrossed <= iRowNow; m_iRowLastCrossed++ ) // for each index we crossed since the last update
if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
CrossedRow( m_iRowLastCrossed );
}
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ActorFrame::Update( fDeltaTime );
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}
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void Player::DrawPrimitives()
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{
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// May have both players in doubles (for battle play); only draw primary player.
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if( GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS &&
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m_PlayerNumber != GAMESTATE->m_MasterPlayerNumber )
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return;
// Draw these below everything else.
m_ArrowBackdrop.Draw();
m_Combo.Draw();
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
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float fReverseScale = bReverse ? -1.0f : 1.0f;
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if( fTilt != 0 )
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{
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DISPLAY->EnterPerspective(45, false);
// construct view and project matrix
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RageVector3 Up( 0.0f, 1.0f, 0.0f );
RageVector3 Eye( CENTER_X, CENTER_Y+SCALE(fTilt*fReverseScale,-1,1,-350,350), 500 );
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// give a push the receptors toward the edge of the screen so they aren't so far in the middle
float fYOffset = SCALE(fTilt,-1,+1,10*fReverseScale,60*fReverseScale);
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RageVector3 At( CENTER_X, CENTER_Y+fYOffset, 0 );
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DISPLAY->LookAt(Eye, At, Up);
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}
m_GrayArrowRow.Draw();
m_NoteField.Draw();
m_GhostArrowRow.Draw();
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if( fTilt != 0 )
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DISPLAY->ExitPerspective();
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if (m_bShowJudgment)
m_Judgment.Draw();
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for( int c=0; c<GetNumTracks(); c++ )
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m_HoldJudgment[c].Draw();
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}
/* It's OK for this function to search a little more than was requested. */
int Player::GetClosestNoteDirectional( int col, float fBeat, float fMaxBeatsDistance, int iDirection )
{
// look for the closest matching step
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const int iIndexStartLookingAt = BeatToNoteRow( fBeat );
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/* Number of elements to examine on either end of iIndexStartLookingAt. Make
* sure we always round up. */
const int iNumElementsToExamine = BeatToNoteRow( fMaxBeatsDistance + 1 );
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// Start at iIndexStartLookingAt and search outward.
for( int delta=0; delta < iNumElementsToExamine; delta++ )
{
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int iCurrentIndex = iIndexStartLookingAt + (iDirection * delta);
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if( iCurrentIndex < 0) continue;
if( GetTapNote(col, iCurrentIndex) == TAP_EMPTY) continue; /* no note here */
if( GetTapNoteScore(col, iCurrentIndex) != TNS_NONE ) continue; /* this note has a score already */
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return iCurrentIndex;
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}
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return -1;
}
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int Player::GetClosestNote( int col, float fBeat, float fMaxBeatsAhead, float fMaxBeatsBehind )
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{
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int Fwd = GetClosestNoteDirectional(col, fBeat, fMaxBeatsAhead, 1);
int Back = GetClosestNoteDirectional(col, fBeat, fMaxBeatsBehind, -1);
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if(Fwd == -1 && Back == -1) return -1;
if(Fwd == -1) return Back;
if(Back == -1) return Fwd;
/* Figure out which row is closer. */
const float DistToFwd = fabsf(fBeat-NoteRowToBeat(Fwd));
const float DistToBack = fabsf(fBeat-NoteRowToBeat(Back));
if( DistToFwd > DistToBack ) return Back;
return Fwd;
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}
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void Player::Step( int col, RageTimer tm )
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{
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] ) // Oni dead
return; // do nothing
//LOG->Trace( "Player::HandlePlayerStep()" );
ASSERT( col >= 0 && col <= GetNumTracks() );
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int iIndexOverlappingNote = GetClosestNote( col, GAMESTATE->m_fSongBeat,
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StepSearchDistanceForwards * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate,
StepSearchDistanceBackwards * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate );
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//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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bool bGrayArrowStep = true;
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if( iIndexOverlappingNote != -1 )
{
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// compute the score for this hit
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const float fStepBeat = NoteRowToBeat( (float)iIndexOverlappingNote );
const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat);
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/* XXX: Double-check that we're handling m_fMusicRate correctly. */
/* We actually stepped on the note this long ago: */
const float fAgo = tm.Ago();
/* ... which means it happened at this point in the music: */
const float fMusicSeconds = GAMESTATE->m_fMusicSeconds - (fAgo / GAMESTATE->m_SongOptions.m_fMusicRate);
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// The offset from the actual step in seconds:
const float fNoteOffset = (fStepSeconds - fMusicSeconds) / GAMESTATE->m_SongOptions.m_fMusicRate; // account for music rate
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const float fSecondsFromPerfect = fabsf( fNoteOffset );
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// calculate TapNoteScore
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TapNoteScore score;
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switch( GAMESTATE->m_PlayerController[m_PlayerNumber] )
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{
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case PC_HUMAN: {
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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else score = TNS_NONE;
break;
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}
case PC_CPU:
score = PlayerAI::GetTapNoteScore( GAMESTATE->m_iCpuSkill[m_PlayerNumber], GAMESTATE->GetSumOfActiveAttackLevels(m_PlayerNumber) );
/* AI will generate misses here. Don't handle a miss like a regular note because
* we want the judgment animation to appear delayed. Instead, return early if
* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
* misses. */
if( score == TNS_MISS )
return;
break;
case PC_AUTOPLAY:
score = TNS_MARVELOUS;
break;
default:
ASSERT(0);
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score = TNS_NONE;
break;
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}
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if( score != TNS_NONE )
{
int ms_error = (int) roundf( fSecondsFromPerfect * 1000 );
ms_error = min( ms_error, MAX_PRO_TIMING_ERROR );
GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
}
if( score==TNS_MARVELOUS && !GAMESTATE->ShowMarvelous())
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score = TNS_PERFECT;
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bGrayArrowStep = score < TNS_GOOD;
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LOG->Trace("Note offset: %f (fSecondsFromPerfect = %f), Score: %i", fNoteOffset, fSecondsFromPerfect, score);
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SetTapNoteScore(col, iIndexOverlappingNote, score);
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if( score != TNS_NONE )
SetTapNoteOffset(col, iIndexOverlappingNote, -fNoteOffset);
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_HUMAN &&
score >= TNS_GREAT )
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HandleAutosync(fNoteOffset);
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if( IsRowCompletelyJudged(iIndexOverlappingNote) )
OnRowCompletelyJudged( iIndexOverlappingNote );
}
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if( bGrayArrowStep )
m_GrayArrowRow.Step( col );
}
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void Player::HandleAutosync(float fNoteOffset)
{
if( !GAMESTATE->m_SongOptions.m_bAutoSync )
return;
m_fOffset[m_iOffsetSample++] = fNoteOffset;
if (m_iOffsetSample < SAMPLE_COUNT)
return; /* need more */
const float mean = calc_mean(m_fOffset, m_fOffset+SAMPLE_COUNT);
const float stddev = calc_stddev(m_fOffset, m_fOffset+SAMPLE_COUNT);
if (stddev < .03 && stddev < fabsf(mean)) { //If they stepped with less than .03 error
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += mean;
LOG->Trace("Offset corrected by %f. Error in steps: %f seconds.", mean, stddev);
} else
LOG->Trace("Offset NOT corrected. Average offset: %f seconds. Error: %f seconds.", mean, stddev);
m_iOffsetSample = 0;
}
void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
{
LOG->Trace( "Player::OnRowCompletelyJudged" );
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/* Find the minimum score of the row. This will never be TNS_NONE, since this
* function is only called when a row is completed. */
// TapNoteScore score = MinTapNoteScore(iIndexThatWasSteppedOn);
TapNoteScore score = LastTapNoteScore(iIndexThatWasSteppedOn);
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ASSERT(score != TNS_NONE);
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/* If the whole row was hit with perfects or greats, remove the row
* from the NoteField, so it disappears. */
switch ( score )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
case TNS_GREAT:
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m_NoteField.RemoveTapNoteRow( iIndexThatWasSteppedOn );
break;
}
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for( int c=0; c<GetNumTracks(); c++ ) // for each column
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{
if( GetTapNote(c, iIndexThatWasSteppedOn) == TAP_EMPTY )
continue; /* no note in this col */
// show the ghost arrow for this column
switch( score )
{
case TNS_GREAT:
case TNS_PERFECT:
case TNS_MARVELOUS:
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{
bool bBright = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber]>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
m_GhostArrowRow.TapNote( c, score, bBright );
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}
break;
}
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}
HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] );
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m_Judgment.SetJudgment( score );
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}
void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
{
//LOG->Trace( "Notes::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
bool bFreeze;
float fMissIfOlderThanThisBeat;
float fThrowAway;
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze );
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int iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
if( bFreeze )
{
/* iMissIfOlderThanThisIndex is a freeze. Include the index of the freeze,
* too. Otherwise we won't show misses for tap notes on freezes until the
* freeze finishes. */
iMissIfOlderThanThisIndex++;
}
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// Since this is being called every frame, let's not check the whole array every time.
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// Instead, only check 10 elements back. Even 10 is overkill.
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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int iNumMissesFound = 0;
for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
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{
bool MissedNoteOnThisRow = false;
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for( int t=0; t<GetNumTracks(); t++ )
{
if( GetTapNote(t, r) == TAP_EMPTY) continue; /* no note here */
if( GetTapNoteScore(t, r) != TNS_NONE ) continue; /* note here is hit */
MissedNoteOnThisRow = true;
SetTapNoteScore(t, r, TNS_MISS);
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GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += MAX_PRO_TIMING_ERROR;
}
if(!MissedNoteOnThisRow) continue;
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iNumMissesFound++;
HandleTapRowScore( r );
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] );
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}
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if( iNumMissesFound > 0 )
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m_Judgment.SetJudgment( TNS_MISS );
}
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void Player::CrossedRow( int iNoteRow )
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{
// If we're doing random vanish, randomise notes on the fly.
if(GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH]==1)
RandomiseNotes( iNoteRow );
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// check to see if there's at the crossed row
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RageTimer now;
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != PC_HUMAN )
{
for( int t=0; t<GetNumTracks(); t++ )
if( GetTapNote(t, iNoteRow) != TAP_EMPTY )
Step( t, now );
}
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}
void Player::RandomiseNotes( int iNoteRow )
{
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int NewNoteRow = (int)(iNoteRow + 50 / GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fScrollSpeed); // change the row to look ahead from based upon their speed mod
// check to see if they're at the crossed row
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// int EmptyNoteCol = -1;
// int WaitingForEmptyColumn = -1;
bool b_updatenotedata = false;
int iNumOfTracks = GetNumTracks();
for(int t=0; t<iNumOfTracks; t++)
{
if(t+1 < iNumOfTracks)
{
int iRandomTrackToSwapWith = RandomInt(0, iNumOfTracks-1);
TapNote t1 = GetTapNote(t, NewNoteRow);
TapNote t2 = GetTapNote(iRandomTrackToSwapWith, NewNoteRow);
if((t1 == TAP_TAP || t1 == TAP_EMPTY) && (t2 == TAP_TAP || t2 == TAP_EMPTY) && (!(t1 == TAP_EMPTY && t2 == TAP_EMPTY) && !(t1 == TAP_TAP && t2 == TAP_TAP)))
{
SetTapNote(t, NewNoteRow, t2);
SetTapNote(iRandomTrackToSwapWith, NewNoteRow, t1);
b_updatenotedata = true;
}
}
}
if(b_updatenotedata)
{
m_NoteField.CopyAll((NoteData*)this);
}
}
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void Player::HandleTapRowScore( unsigned row )
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{
TapNoteScore scoreOfLastTap = LastTapNoteScore(row);
int iNumTapsInRow = 0;
for( int c=0; c<GetNumTracks(); c++ ) // for each column
if( GetTapNote(c, row) != TAP_EMPTY )
iNumTapsInRow++;
ASSERT(iNumTapsInRow > 0);
bool NoCheating = true;
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#ifdef DEBUG
NoCheating = false;
#endif
if(GAMESTATE->m_bDemonstrationOrJukebox)
NoCheating = false;
// don't accumulate points if AutoPlay is on.
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if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_AUTOPLAY )
return;
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if(m_pPrimaryScoreKeeper)
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m_pPrimaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow );
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if(m_pSecondaryScoreKeeper)
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m_pSecondaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow );
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if (m_pScore)
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m_pScore->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
if( m_pLifeMeter ) {
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m_pLifeMeter->ChangeLife( scoreOfLastTap );
m_pLifeMeter->OnDancePointsChange(); // update oni life meter
}
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if( m_pCombinedLifeMeter ) {
m_pCombinedLifeMeter->ChangeLife( m_PlayerNumber, scoreOfLastTap );
m_pCombinedLifeMeter->OnDancePointsChange( m_PlayerNumber ); // update oni life meter
}
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}
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void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
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{
bool NoCheating = true;
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#ifdef DEBUG
NoCheating = false;
#endif
if(GAMESTATE->m_bDemonstrationOrJukebox)
NoCheating = false;
// don't accumulate points if AutoPlay is on.
if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_AUTOPLAY )
return;
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if(m_pPrimaryScoreKeeper)
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m_pPrimaryScoreKeeper->HandleHoldScore(holdScore, tapScore );
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if(m_pSecondaryScoreKeeper)
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m_pSecondaryScoreKeeper->HandleHoldScore(holdScore, tapScore );
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if (m_pScore)
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m_pScore->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if( m_pLifeMeter ) {
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m_pLifeMeter->ChangeLife( holdScore, tapScore );
m_pLifeMeter->OnDancePointsChange();
}
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if( m_pCombinedLifeMeter ) {
m_pCombinedLifeMeter->ChangeLife( m_PlayerNumber, holdScore, tapScore );
m_pCombinedLifeMeter->OnDancePointsChange( m_PlayerNumber );
}
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}
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float Player::GetMaxStepDistanceSeconds()
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{
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return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowBooSeconds * PREFSMAN->m_fJudgeWindowScale;
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}
void Player::FadeToFail()
{
m_NoteField.FadeToFail();
}