simplify, fix fallback, fix lights transform not being run

This commit is contained in:
Glenn Maynard
2004-07-17 20:17:25 +00:00
parent b7799ccd0a
commit 093b507d25
2 changed files with 18 additions and 25 deletions
+15 -25
View File
@@ -1026,34 +1026,24 @@ void ScreenGameplay::LoadNextSong()
// Load cabinet lights data // Load cabinet lights data
// //
{ {
vector<Steps*> vSteps;
m_CabinetLightsNoteData.Init(); m_CabinetLightsNoteData.Init();
ASSERT( GAMESTATE->m_pCurSong ); ASSERT( GAMESTATE->m_pCurSong );
// From what I understood, if there is no pre-defined step set for lights, then we fall-back Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
// onto the specified difficulty's stepchart, flashing all cabinet lights on each tap note. if( pSteps != NULL )
// -- Miryokuteki {
// Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) ); pSteps->GetNoteData( &m_CabinetLightsNoteData );
}
vSteps = GAMESTATE->m_pCurSong->GetAllSteps( STEPS_TYPE_LIGHTS_CABINET); else
{
//If there are no light steps do this (to get current style's steps pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
if (vSteps.empty()) if( pSteps )
GAMESTATE->m_pCurSong->GetSteps(vSteps, {
GAMESTATE->GetCurrentStyle()->m_StepsType); NoteData TapNoteData;
pSteps->GetNoteData( &TapNoteData );
//Obtain the default steps (just in case the desired difficulty does not exist) NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
if(!vSteps.empty()) }
vSteps[0]->GetNoteData(&m_CabinetLightsNoteData); }
//Scan through all available steps, to see if any match our desired difficulty
for (unsigned i = 0; i < vSteps.size(); ++i)
if (StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) ==
vSteps[i]->GetDifficulty())
vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
//if( pSteps != NULL )
// pSteps->GetNoteData( &m_CabinetLightsNoteData );
// Convert to 4s so that we can check if we're inside a hold with just // Convert to 4s so that we can check if we're inside a hold with just
// GetTapNote(). // GetTapNote().
+3
View File
@@ -1093,6 +1093,9 @@ void Song::AddAutoGenNotes()
/* If m_bAutogenSteps is disabled, only autogen lights. */ /* If m_bAutogenSteps is disabled, only autogen lights. */
if( !PREFSMAN->m_bAutogenSteps && stMissing != STEPS_TYPE_LIGHTS_CABINET ) if( !PREFSMAN->m_bAutogenSteps && stMissing != STEPS_TYPE_LIGHTS_CABINET )
continue; continue;
/* XXX: disable lights autogen for now */
if( stMissing == STEPS_TYPE_LIGHTS_CABINET )
continue;
// missing Steps of this type // missing Steps of this type
int iNumTracksOfMissing = GAMEMAN->StepsTypeToNumTracks(stMissing); int iNumTracksOfMissing = GAMEMAN->StepsTypeToNumTracks(stMissing);