no message

This commit is contained in:
Chris Danford
2002-06-23 02:50:33 +00:00
parent 248ad096af
commit 1500459bb1
45 changed files with 1128 additions and 524 deletions
+25
View File
@@ -18,6 +18,7 @@
const CString VIS_DIR = "Visualizations\\";
const CString PARTICLE_DIR = "BGEffects\\particles\\";
Background::Background()
@@ -31,6 +32,30 @@ Background::Background()
m_sprDangerBackground.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_DANGER_BACKGROUND) );
m_sprDangerBackground.StretchTo( CRect((int)SCREEN_LEFT, (int)SCREEN_TOP, (int)SCREEN_RIGHT, (int)SCREEN_BOTTOM) );
LoadParticleSprites( PARTICLE_DIR );
}
void Background::LoadParticleSprites( CString path )
{
CArray<Sprite*,Sprite*> m_particleSprites;
CStringArray filenames;
// get full path filenames for particleSprites
GetDirListing( path+"*.sprite", filenames, false, true );
// load sprites
for( int i=0; i < filenames.GetSize(); i++ )
{
Sprite * temp = new Sprite();
temp->Load( filenames.GetAt(i) );
m_particleSprites.Add( temp );
}
}
bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
+21
View File
@@ -16,6 +16,9 @@
#include "ActorFrame.h"
#include "Song.h"
#include "ParticleSystem.h"
class Background : public ActorFrame
{
@@ -40,7 +43,25 @@ public:
virtual bool IsDangerOn() { return m_bShowDanger; };
virtual void nextEffect() {};
protected:
virtual void LoadParticleSprites( CString path );
enum ParticleEffect
{
PE_DROPPING = 0,
PE_SPIRAL_OUT,
PE_NUM
};
//CArray<Sprite*,Sprite*> m_backgroundTiles;
CArray<Sprite*,Sprite*> m_particleSprites;
ParticleSystem* m_pPS;
Sprite m_sprVisualizationOverlay;
Sprite m_sprSongBackground;
+1 -1
View File
@@ -57,7 +57,7 @@ void Combo::ContinueCombo( const int iNumNotesHit )
m_sprCombo.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); // visible
m_textComboNumber.SetText( ssprintf("%d", m_iCurCombo) );
float fNewZoom = 0.5f + m_iCurCombo/800.0f;
float fNewZoom = min( 2, 0.5f + m_iCurCombo/800.0f );
m_textComboNumber.SetZoom( fNewZoom );
//this->SetZoom( 1.2f );
+1 -1
View File
@@ -22,7 +22,7 @@ class DifficultyIcon : public Sprite
public:
DifficultyIcon()
{
Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_DIFFICULTY_BANNER_ICONS) );
Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_DIFFICULTY_ICONS) );
StopAnimating();
SetFromNotes( NULL );
-5
View File
@@ -34,11 +34,6 @@ void FootMeter::SetFromNotes( Notes* pNotes )
this->SetEffectGlowing();
else
this->SetEffectNone();
this->StopTweening();
this->SetZoom( 1.1f );
this->BeginTweening( 0.3f, TWEEN_BOUNCE_BEGIN );
this->SetTweenZoom( 1 );
}
else
{
+76 -4
View File
@@ -121,8 +121,8 @@ enum RadarCatrgory // starting from 12-o'clock rotating clockwise
RADAR_STREAM = 0,
RADAR_VOLTAGE,
RADAR_AIR,
RADAR_CHAOS,
RADAR_FREEZE,
RADAR_CHAOS,
NUM_RADAR_VALUES // leave this at the end
};
@@ -216,14 +216,15 @@ enum PlayMode
{
PLAY_MODE_ARCADE,
PLAY_MODE_ONI,
NUM_PLAY_MODES
NUM_PLAY_MODES,
PLAY_MODE_INVALID
};
enum PlayerNumber {
PLAYER_1 = 0,
PLAYER_2,
NUM_PLAYERS, // leave this at the end
PLAYER_NONE
PLAYER_INVALID
};
inline D3DXCOLOR PlayerToColor( const PlayerNumber p )
@@ -256,7 +257,7 @@ enum Game
GAME_PUMP, // Pump It Up
GAME_EZ2, // Ez2dancer
NUM_GAMES, // leave this at the end
GAME_NONE,
GAME_INVALID,
};
enum Style
@@ -392,3 +393,74 @@ struct SongOptions
};
///////////////////////////
// Scoring stuff
///////////////////////////
enum TapNoteScore {
TNS_NONE,
TNS_MISS,
TNS_BOO,
TNS_GOOD,
TNS_GREAT,
TNS_PERFECT,
};
inline int TapNoteScoreToDancePoints( TapNoteScore tns )
{
// What "Aaron in Japan" says:
/*
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return -8;
case TNS_NONE: return -8;
default: ASSERT(0);
}
*/
// What seems more realistic to me:
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return 0;
case TNS_MISS: return -2;
case TNS_NONE: return -4;
default: ASSERT(0); return 0;
}
}
//enum TapNoteTiming {
// TNT_NONE,
// TNT_EARLY,
// TNT_LATE
//};
enum HoldNoteScore
{
HNS_NONE, // this HoldNote has not been scored yet
HNS_OK, // the HoldNote has passed and was successfully held all the way through
HNS_NG // the HoldNote has passed and they missed it
};
inline int HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
default: ASSERT(0); return 0;
}
}
+1 -1
View File
@@ -71,7 +71,7 @@ public:
if( m_iMenuButtons[b] == GameI.button )
return MenuInput( p, (MenuButton)b );
}
return MenuInput( PLAYER_NONE, MENU_BUTTON_NONE );
return MenuInput( PLAYER_INVALID, MENU_BUTTON_INVALID );
};
inline GameInput MenuInputToGameInput( const MenuInput MenuI )
{
+7 -13
View File
@@ -1,23 +1,19 @@
#pragma once
/*
-----------------------------------------------------------------------------
File: GhostArrow.h
Class: GhostArrow
Desc: Class used to represent a color arrow on the screen.
Desc: The trail a note leaves when it is destroyed.
Copyright (c) 2001 Ben Norstrom. All rights reserved.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
class GhostArrow;
#ifndef _GhostArrow_H_
#define _GhostArrow_H_
#include "Sprite.h"
#include "Notes.h"
#include "GameConstantsAndTypes.h"
class GhostArrow : public Sprite
{
@@ -31,5 +27,3 @@ public:
float m_fVisibilityCountdown;
};
#endif
+2 -2
View File
@@ -177,7 +177,7 @@ void InputMapper::UpdateTempDItoGI()
bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
{
GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
return GameI.number != PLAYER_NONE;
return GameI.number != PLAYER_INVALID;
}
bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
@@ -216,7 +216,7 @@ MenuInput InputMapper::DeviceToMenu( DeviceInput DeviceI )
}
}
return MenuInput( PLAYER_NONE, MENU_BUTTON_NONE );
return MenuInput( PLAYER_INVALID, MENU_BUTTON_INVALID );
}
DeviceInput InputMapper::MenuToDevice( MenuInput MenuI )
+14 -10
View File
@@ -18,11 +18,15 @@ const int NUM_SECTIONS = 3;
const float SECTION_WIDTH = 1.0f/NUM_SECTIONS;
const float ABOUT_TO_FAIL_THRESHOLD = -0.3f;
const float FAIL_THRESHOLD = 0;
LifeMeterBar::LifeMeterBar()
{
m_fLifePercentage = 0.5f;
m_fTrailingLifePercentage = 0;
m_fLifeVelocity = 0;
m_bHasFailed = false;
ResetBarVelocity();
}
@@ -34,20 +38,20 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
float fDeltaLife;
switch( score )
{
case TNS_PERFECT: fDeltaLife = +0.02f; break;
case TNS_GREAT: fDeltaLife = +0.01f; break;
case TNS_GOOD: fDeltaLife = +0.00f; break;
case TNS_BOO: fDeltaLife = -0.06f; break;
case TNS_MISS: fDeltaLife = -0.12f; break;
case TNS_PERFECT: fDeltaLife = +0.015f; break;
case TNS_GREAT: fDeltaLife = +0.008f; break;
case TNS_GOOD: fDeltaLife = +0.000f; break;
case TNS_BOO: fDeltaLife = -0.050f; break;
case TNS_MISS: fDeltaLife = -0.100f; break;
}
if( bWasDoingGreat && !IsDoingGreat() )
fDeltaLife = -0.12f; // make it take a while to get back to "doing great"
fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
m_fLifePercentage += fDeltaLife;
m_fLifePercentage = clamp( m_fLifePercentage, 0, 1 );
m_fLifePercentage = min( m_fLifePercentage, 1 );
if( m_fLifePercentage == 0 )
if( m_fLifePercentage < FAIL_THRESHOLD )
m_bHasFailed = true;
ResetBarVelocity();
@@ -68,7 +72,7 @@ bool LifeMeterBar::IsDoingGreat()
bool LifeMeterBar::IsAboutToFail()
{
return m_fLifePercentage < 0.3f;
return m_fLifePercentage < ABOUT_TO_FAIL_THRESHOLD;
}
bool LifeMeterBar::HasFailed()
@@ -86,7 +90,7 @@ void LifeMeterBar::Update( float fDeltaTime )
float fNewDelta = m_fLifePercentage - m_fTrailingLifePercentage;
if( fDelta * fNewDelta < 0 ) // the deltas have different signs
m_fLifeVelocity /= 4;
m_fLifeVelocity /= 4; // make some drag
m_fTrailingLifePercentage = clamp( m_fTrailingLifePercentage, 0, 1 );
}
+2 -2
View File
@@ -108,9 +108,9 @@ void MenuElements::Load( CString sBackgroundPath, CString sTopEdgePath, CString
if( GAMEMAN->m_CurStyle == STYLE_NONE )
m_textCreditInfo[p].SetText( "PRESS START" );
else if( GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
m_textCreditInfo[p].SetText( "PRESENT" );
m_textCreditInfo[p].SetText( "" );
else // not enabled
m_textCreditInfo[p].SetText( "CREDIT(S): 0 / 0" );
m_textCreditInfo[p].SetText( "NOT PRESENT" );
m_textCreditInfo[p].SetZoom( 0.5f );
+3 -3
View File
@@ -22,7 +22,7 @@ enum MenuButton
MENU_BUTTON_START,
MENU_BUTTON_BACK,
NUM_MENU_BUTTONS, // leave this at the end
MENU_BUTTON_NONE
MENU_BUTTON_INVALID
};
@@ -37,9 +37,9 @@ struct MenuInput
bool operator==( const MenuInput &other ) { return player == other.player && button == other.button; };
inline bool IsBlank() const { return player == PLAYER_NONE; };
inline bool IsBlank() const { return player == PLAYER_INVALID; };
inline bool IsValid() const { return !IsBlank(); };
inline void MakeBlank() { player = PLAYER_NONE; button = MENU_BUTTON_NONE; };
inline void MakeBlank() { player = PLAYER_INVALID; button = MENU_BUTTON_INVALID; };
};
+123 -39
View File
@@ -23,7 +23,11 @@
const float FADE_TIME = 1.0f;
const float SWITCH_MUSIC_TIME = 0.3f;
const float SWITCH_MUSIC_TIME = 0.15f;
const float ROULETTE_SWITCH_MUSIC_TIME = SWITCH_MUSIC_TIME/2;
const int ROULETTE_SWITCHES_IN_SLOWING_DOWN = 5;
const float LOCKED_WHEEL_INITIAL_VELOCITY = 10;
const float SORT_ICON_ON_SCREEN_X = -140;
const float SORT_ICON_ON_SCREEN_Y = -180;
@@ -51,6 +55,8 @@ D3DXCOLOR SECTION_COLORS[] = {
};
const int NUM_SECTION_COLORS = sizeof(SECTION_COLORS)/sizeof(D3DXCOLOR);
inline D3DXCOLOR GetNextSectionColor()
{
static int i=0;
@@ -58,8 +64,6 @@ inline D3DXCOLOR GetNextSectionColor()
return SECTION_COLORS[i++];
}
WheelItemData::WheelItemData()
{
m_pSong = NULL;
@@ -325,12 +329,15 @@ MusicWheel::MusicWheel()
this->AddActor( &m_ScrollBar );
m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC), 10 );
m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC), 16 );
m_soundChangeSort.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_SORT) );
m_soundExpand.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_SECTION_EXPAND) );
m_soundExpand.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_soundStart.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_soundLocked.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_WHEEL_LOCKED) );
m_fTimeLeftBeforePlayMusicSample = 0;
// init m_mapGroupNameToBannerColor
CArray<Song*, Song*> arraySongs;
@@ -349,10 +356,11 @@ MusicWheel::MusicWheel()
m_iSelection = 0;
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = FADE_TIME;
m_WheelState = STATE_SELECTING_MUSIC;
m_fTimeLeftInState = 0;
m_fPositionOffsetFromSelection = 0;
m_iSwitchesLeftInSpinDown = 0;
// build all of the wheel item datas
for( int so=0; so<NUM_SORT_ORDERS; so++ )
@@ -670,8 +678,10 @@ void MusicWheel::DrawPrimitives()
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_SELECTING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
case STATE_LOCKED:
{
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS_TO_DRAW/2 + m_fPositionOffsetFromSelection;
@@ -709,10 +719,14 @@ void MusicWheel::Update( float fDeltaTime )
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
float fOldMod = fmodf( TIMER->GetTimeSinceStart()-fDeltaTime, SWITCH_MUSIC_TIME );
float fNewMod = fmodf( TIMER->GetTimeSinceStart(), SWITCH_MUSIC_TIME );
if( fNewMod < fOldMod ) // wrapped
NextMusic();
NextMusic(); // spin as fast as possible
}
if( m_fTimeLeftBeforePlayMusicSample > 0 )
{
m_fTimeLeftBeforePlayMusicSample -= fDeltaTime;
if( m_fTimeLeftBeforePlayMusicSample < 0 )
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
}
// update wheel state
@@ -721,10 +735,6 @@ void MusicWheel::Update( float fDeltaTime )
{
switch( m_WheelState )
{
case STATE_SWITCHING_MUSIC:
m_WheelState = STATE_IDLE; // now, wait for input
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
break;
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
{
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
@@ -779,46 +789,112 @@ void MusicWheel::Update( float fDeltaTime )
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
m_WheelState = STATE_IDLE; // now, wait for input
m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
break;
case STATE_TWEENING_ON_SCREEN:
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
m_WheelState = STATE_IDLE;
m_WheelState = STATE_SELECTING_MUSIC;
m_fTimeLeftInState = 0;
break;
case STATE_TWEENING_OFF_SCREEN:
m_WheelState = STATE_WAITING_OFF_SCREEN;
m_fTimeLeftInState = 0;
break;
case STATE_IDLE:
case STATE_SELECTING_MUSIC:
m_fTimeLeftInState = 0;
break;
case STATE_ROULETTE_SPINNING:
break;
case STATE_WAITING_OFF_SCREEN:
break;
case STATE_LOCKED:
break;
case STATE_ROULETTE_SLOWING_DOWN:
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = 0;
if( m_iSwitchesLeftInSpinDown == 0 )
{
m_WheelState = STATE_LOCKED;
m_fTimeLeftInState = 0;
m_soundStart.Play();
m_fLockedWheelVelocity = 0;
}
else
{
m_iSwitchesLeftInSpinDown--;
switch( m_iSwitchesLeftInSpinDown )
{
case 4: m_fTimeLeftInState = 0.2f; break;
case 3: m_fTimeLeftInState = 0.4f; break;
case 2: m_fTimeLeftInState = 0.8f; break;
case 1: m_fTimeLeftInState = 1.3f; break;
case 0: m_fTimeLeftInState = 0.5f; break;
default: ASSERT(0);
}
LOG->WriteLine( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
if( m_iSwitchesLeftInSpinDown < 2 )
randomf(0,1) >= 0.5f ? NextMusic() : PrevMusic();
else
NextMusic();
}
break;
default:
ASSERT(0); // all state changes should be handled explitily
break;
}
}
// "rotate" wheel toward selected song
if( fabsf(m_fPositionOffsetFromSelection) < 0.02f )
m_fPositionOffsetFromSelection = 0;
if( m_WheelState == STATE_LOCKED )
{
m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );
float fSpringForce = - m_fPositionOffsetFromSelection*LOCKED_WHEEL_INITIAL_VELOCITY;
m_fLockedWheelVelocity += fSpringForce;
float fDrag = -m_fLockedWheelVelocity * fDeltaTime*4;
m_fLockedWheelVelocity += fDrag;
m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*fDeltaTime;
if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f )
{
m_fPositionOffsetFromSelection = 0;
m_fLockedWheelVelocity = 0;
}
}
else
{
m_fPositionOffsetFromSelection -= fDeltaTime * m_fPositionOffsetFromSelection*4; // linear
float fSign = m_fPositionOffsetFromSelection / fabsf(m_fPositionOffsetFromSelection);
m_fPositionOffsetFromSelection -= fDeltaTime * fSign; // constant
// "rotate" wheel toward selected song
float fSpinSpeed;
if( m_WheelState == STATE_ROULETTE_SPINNING )
fSpinSpeed = 1.0f/ROULETTE_SWITCH_MUSIC_TIME;
else
fSpinSpeed = 0.6f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_MUSIC_TIME;
if( m_fPositionOffsetFromSelection > 0 )
m_fPositionOffsetFromSelection = max( 0, m_fPositionOffsetFromSelection - fSpinSpeed*fDeltaTime );
else if( m_fPositionOffsetFromSelection < 0 )
m_fPositionOffsetFromSelection = min( 0, m_fPositionOffsetFromSelection + fSpinSpeed*fDeltaTime );
}
}
void MusicWheel::PrevMusic()
{
if( m_WheelState == STATE_LOCKED )
{
m_fLockedWheelVelocity = LOCKED_WHEEL_INITIAL_VELOCITY;
m_soundLocked.Play();
return;
}
if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is busy spinning
return;
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_SELECTING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
break; // fall through
@@ -843,21 +919,29 @@ void MusicWheel::PrevMusic()
m_fPositionOffsetFromSelection -= 1;
m_WheelState = STATE_SWITCHING_MUSIC;
m_fTimeLeftInState = SWITCH_MUSIC_TIME;
m_soundChangeMusic.Play();
}
void MusicWheel::NextMusic()
{
if( m_WheelState == STATE_LOCKED )
{
m_fLockedWheelVelocity = -LOCKED_WHEEL_INITIAL_VELOCITY;
m_soundLocked.Play();
return;
}
if( fabsf(m_fPositionOffsetFromSelection) > 0.5 ) // wheel is very busy spinning
return;
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_SELECTING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
break; // fall through
default:
LOG->WriteLine( "NextMusic() ignored" );
return; // don't continue
}
@@ -878,8 +962,6 @@ void MusicWheel::NextMusic()
m_fPositionOffsetFromSelection += 1;
m_WheelState = STATE_SWITCHING_MUSIC;
m_fTimeLeftInState = SWITCH_MUSIC_TIME;
m_soundChangeMusic.Play();
}
@@ -892,8 +974,7 @@ void MusicWheel::NextSort()
{
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_SELECTING_MUSIC:
case STATE_FLYING_ON_AFTER_NEXT_SORT:
break; // fall through
default:
@@ -914,10 +995,13 @@ void MusicWheel::NextSort()
bool MusicWheel::Select() // return true of a playable item was chosen
{
LOG->WriteLine( "MusicWheel::Select()" );
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
m_fTimeLeftInState = 20;
m_iSwitchesLeftInSpinDown = ROULETTE_SWITCHES_IN_SLOWING_DOWN;
m_fTimeLeftInState = 0.1f;
return false;
}
+6 -2
View File
@@ -131,6 +131,7 @@ protected:
MusicSortDisplay m_MusicSortDisplay;
ActorFrame m_frameOverlay;
// Actors inside of m_frameOverlay
Sprite m_sprSelectionOverlay;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
@@ -145,10 +146,12 @@ protected:
int m_iSelection; // index into GetCurWheelItemDatas()
CString m_sExpandedSectionName;
int m_iSwitchesLeftInSpinDown;
float m_fLockedWheelVelocity;
float m_fTimeLeftBeforePlayMusicSample; // Triggers a message send when crosses 0
enum WheelState {
STATE_IDLE,
STATE_SWITCHING_MUSIC,
STATE_SELECTING_MUSIC,
STATE_FLYING_OFF_BEFORE_NEXT_SORT,
STATE_FLYING_ON_AFTER_NEXT_SORT,
STATE_TWEENING_ON_SCREEN,
@@ -168,6 +171,7 @@ protected:
RageSoundSample m_soundChangeSort;
RageSoundSample m_soundExpand;
RageSoundSample m_soundStart;
RageSoundSample m_soundLocked;
+42 -15
View File
@@ -21,6 +21,11 @@
NoteData::NoteData()
{
Init();
}
void NoteData::Init()
{
memset( m_TapNotes, '0', MAX_NOTE_TRACKS*MAX_TAP_NOTE_ROWS );
m_iNumTracks = 0;
@@ -176,6 +181,24 @@ void NoteData::RemoveHoldNote( int index )
m_iNumHoldNotes--;
}
bool NoteData::IsThereANoteAtRow( int iRow )
{
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][iRow] != '0' )
return true;
}
for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
{
if( m_HoldNotes[i].m_iStartIndex == iRow )
return true;
}
return false;
}
int NoteData::GetLastRow()
{
int iOldestIndexFoundSoFar = 0;
@@ -212,7 +235,7 @@ float NoteData::GetLastBeat()
int NoteData::GetNumTapNotes( const float fStartBeat, const float fEndBeat )
{
int iNumSteps = 0;
int iNumNotes = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
@@ -222,11 +245,11 @@ int NoteData::GetNumTapNotes( const float fStartBeat, const float fEndBeat )
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][i] != '0' )
iNumSteps++;
iNumNotes++;
}
}
return iNumSteps;
return iNumNotes;
}
int NoteData::GetNumDoubles( const float fStartBeat, const float fEndBeat )
@@ -253,19 +276,18 @@ int NoteData::GetNumDoubles( const float fStartBeat, const float fEndBeat )
int NoteData::GetNumHoldNotes( const float fStartBeat, const float fEndBeat )
{
int iNumSteps = 0;
int iNumHolds = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=0; i<m_iNumHoldNotes; i++ )
{
float fHoldStartBeat = NoteRowToBeat( m_HoldNotes[i].m_iStartIndex );
if( fStartBeat >= fHoldStartBeat && fStartBeat < fEndBeat )
iNumSteps++;
HoldNote &hn = m_HoldNotes[i];
if( iStartIndex <= hn.m_iStartIndex && hn.m_iEndIndex <= iEndIndex )
iNumHolds++;
}
return iNumSteps;
return iNumHolds;
}
int NoteData::GetPossibleDancePoints()
@@ -708,8 +730,9 @@ float NoteData::GetStreamRadarValue( float fSongSeconds )
{
// density of steps
int iNumNotes = GetNumTapNotes() + GetNumHoldNotes();
float fBeatsPerSecond = iNumNotes/fSongSeconds;
return fBeatsPerSecond / 5;
float fNotesPerSecond = iNumNotes/fSongSeconds;
float fReturn = fNotesPerSecond / 5;
return min( fReturn, 1.2f );
}
float NoteData::GetVoltageRadarValue( float fSongSeconds )
@@ -729,26 +752,30 @@ float NoteData::GetVoltageRadarValue( float fSongSeconds )
fMaxDensityPerSecSoFar = fDensityPerSecThisMeasure;
}
return fMaxDensityPerSecSoFar;
float fReturn = fMaxDensityPerSecSoFar*10;
return min( fReturn, 1.2f );
}
float NoteData::GetAirRadarValue( float fSongSeconds )
{
// number of doubles
int iNumDoubles = GetNumDoubles();
return iNumDoubles / fSongSeconds * 2;
float fReturn = iNumDoubles / fSongSeconds * 2;
return min( fReturn, 1.2f );
}
float NoteData::GetChaosRadarValue( float fSongSeconds )
{
// irregularity of steps
return fabsf( GetStreamRadarValue(fSongSeconds) - GetVoltageRadarValue(fSongSeconds) );
float fReturn = fabsf( GetStreamRadarValue(fSongSeconds) - GetVoltageRadarValue(fSongSeconds) ) * 2.5f;
return min( fReturn, 1.2f );
}
float NoteData::GetFreezeRadarValue( float fSongSeconds )
{
// number of hold steps
return GetNumHoldNotes() / fSongSeconds * 10;
float fReturn = GetNumHoldNotes() / fSongSeconds * 3;
return min( fReturn, 1.2f );
}
+7 -49
View File
@@ -21,33 +21,7 @@
// ... for future expansion
enum TapNoteScore {
TNS_NONE,
TNS_MISS,
TNS_BOO,
TNS_GOOD,
TNS_GREAT,
TNS_PERFECT,
};
inline int TapNoteScoreToDancePoints( TapNoteScore tns )
{
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return +8;
default: return 0;
}
}
//enum TapNoteTiming {
// TNT_NONE,
// TNT_EARLY,
// TNT_LATE
//};
struct HoldNote
@@ -57,28 +31,10 @@ struct HoldNote
int m_iEndIndex;
};
enum HoldNoteScore
{
HNS_NONE, // this HoldNote has not been scored yet
HNS_OK, // the HoldNote has passed and was successfully held all the way through
HNS_NG // the HoldNote has passed and they missed it
};
inline int HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
default: ASSERT(0); return 0;
}
}
inline int BeatToNoteRow( float fBeatNum ) { return int( fBeatNum * ELEMENTS_PER_BEAT + 0.5f); }; // round
inline int BeatToNoteIndexNotRounded( float fBeatNum ){ return (int)( fBeatNum * ELEMENTS_PER_BEAT ); };
inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ELEMENTS_PER_BEAT; };
inline int BeatToNoteRowNotRounded( float fBeatNum ) { return (int)( fBeatNum * ELEMENTS_PER_BEAT ); };
inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ELEMENTS_PER_BEAT; };
inline float NoteRowToBeat( int iNoteIndex ) { return NoteRowToBeat( (float)iNoteIndex ); };
@@ -88,6 +44,7 @@ class NoteData
{
public:
NoteData();
void Init();
~NoteData();
// used for loading
@@ -109,7 +66,7 @@ public:
void ClearRange( int iNoteIndexBegin, int iNoteIndexEnd );
void ClearAll() { ClearRange( 0, MAX_TAP_NOTE_ROWS ); };
void CopyRange( NoteData* pFrom, int iNoteIndexBegin, int iNoteIndexEnd );
void CopyAll( NoteData* pFrom ) { m_iNumTracks = pFrom->m_iNumTracks; CopyRange( pFrom, 0, MAX_TAP_NOTE_ROWS ); };
void CopyAll( NoteData* pFrom ) { m_iNumTracks = pFrom->m_iNumTracks; m_iNumHoldNotes = 0; CopyRange( pFrom, 0, MAX_TAP_NOTE_ROWS ); };
inline bool IsRowEmpty( int index )
{
@@ -124,6 +81,7 @@ public:
void RemoveHoldNote( int index );
// statistics
bool IsThereANoteAtRow( int iRow );
float GetLastBeat(); // return the beat number of the last note
int GetLastRow();
int GetNumTapNotes( const float fStartBeat = 0, const float fEndBeat = MAX_BEATS );
@@ -140,16 +98,16 @@ public:
case RADAR_STREAM: return GetStreamRadarValue( fSongSeconds ); break;
case RADAR_VOLTAGE: return GetVoltageRadarValue( fSongSeconds ); break;
case RADAR_AIR: return GetAirRadarValue( fSongSeconds ); break;
case RADAR_CHAOS: return GetChaosRadarValue( fSongSeconds ); break;
case RADAR_FREEZE: return GetFreezeRadarValue( fSongSeconds ); break;
case RADAR_CHAOS: return GetChaosRadarValue( fSongSeconds ); break;
default: ASSERT(0); return 0;
}
};
float GetStreamRadarValue( float fSongSeconds );
float GetVoltageRadarValue( float fSongSeconds );
float GetAirRadarValue( float fSongSeconds );
float GetChaosRadarValue( float fSongSeconds );
float GetFreezeRadarValue( float fSongSeconds );
float GetChaosRadarValue( float fSongSeconds );
// Transformations
void LoadTransformed( NoteData* pOriginal, int iNewNumTracks, int iNewToOriginalTrack[] );
+147
View File
@@ -0,0 +1,147 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: NoteDataWithScoring
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "NoteDataWithScoring.h"
NoteDataWithScoring::NoteDataWithScoring()
{
Init();
}
void NoteDataWithScoring::Init()
{
// init step elements
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
m_TapNoteScores[t][i] = TNS_NONE;
for( int i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
m_HoldNoteScores[i] = HNS_NONE;
}
int NoteDataWithScoring::GetNumSuccessfulTapNotes( const float fStartBeat, const float fEndBeat )
{
int iNumSuccessfulTapNotes = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=iStartIndex; i<min(iEndIndex, MAX_TAP_NOTE_ROWS); i++ )
{
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][i] != '0' && m_TapNoteScores[t][i] >= TNS_GREAT )
iNumSuccessfulTapNotes++;
}
}
return iNumSuccessfulTapNotes;
}
int NoteDataWithScoring::GetNumSuccessfulDoubles( const float fStartBeat, const float fEndBeat )
{
int iNumSuccessfulDoubles = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=iStartIndex; i<min(iEndIndex, MAX_TAP_NOTE_ROWS); i++ )
{
int iNumNotesThisIndex = 0;
TapNoteScore minTapNoteScore = TNS_PERFECT;
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][i] != '0' )
{
iNumNotesThisIndex++;
minTapNoteScore = min( minTapNoteScore, m_TapNoteScores[t][i] );
}
}
if( iNumNotesThisIndex >= 2 && minTapNoteScore >= TNS_GREAT )
iNumSuccessfulDoubles++;
}
return iNumSuccessfulDoubles;
}
int NoteDataWithScoring::GetNumSuccessfulHoldNotes( const float fStartBeat, const float fEndBeat )
{
int iNumSuccessfulHolds = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=0; i<m_iNumHoldNotes; i++ )
{
HoldNote &hn = m_HoldNotes[i];
if( iStartIndex <= hn.m_iStartIndex && hn.m_iEndIndex <= iEndIndex && m_HoldNoteScores[i] == HNS_OK )
iNumSuccessfulHolds++;
}
return iNumSuccessfulHolds;
}
float NoteDataWithScoring::GetActualStreamRadarValue( float fSongSeconds )
{
// density of steps
int iNumSuccessfulNotes = GetNumSuccessfulTapNotes() + GetNumSuccessfulHoldNotes();
float fNotesPerSecond = iNumSuccessfulNotes/fSongSeconds;
float fReturn = fNotesPerSecond / 5;
return min( fReturn, 1.2f );
}
float NoteDataWithScoring::GetActualVoltageRadarValue( float fSongSeconds )
{
// peak density of steps
float fMaxDensityPerSecSoFar = 0;
for( int i=0; i<MAX_BEATS; i+=8 )
{
int iNumNotesThisMeasure = GetNumSuccessfulTapNotes((float)i,(float)i+8) + GetNumSuccessfulHoldNotes((float)i,(float)i+8);
float fDensityThisMeasure = iNumNotesThisMeasure/2.0f;
float fDensityPerSecThisMeasure = fDensityThisMeasure / fSongSeconds;
if( fDensityPerSecThisMeasure > fMaxDensityPerSecSoFar )
fMaxDensityPerSecSoFar = fDensityPerSecThisMeasure;
}
float fReturn = fMaxDensityPerSecSoFar*10;
return min( fReturn, 1.2f );
}
float NoteDataWithScoring::GetActualAirRadarValue( float fSongSeconds )
{
// number of doubles
int iNumDoubles = GetNumSuccessfulDoubles();
float fReturn = iNumDoubles / fSongSeconds * 2;
return min( fReturn, 1.2f );
}
float NoteDataWithScoring::GetActualChaosRadarValue( float fSongSeconds )
{
// irregularity of steps
float fReturn = fabsf( GetActualStreamRadarValue(fSongSeconds) - GetActualVoltageRadarValue(fSongSeconds) ) * 2.5f;
return min( fReturn, 1.2f );
}
float NoteDataWithScoring::GetActualFreezeRadarValue( float fSongSeconds )
{
// number of hold steps
float fReturn = GetNumSuccessfulHoldNotes() / fSongSeconds * 3;
return min( fReturn, 1.2f );
}
+50
View File
@@ -0,0 +1,50 @@
#pragma once
/*
-----------------------------------------------------------------------------
Class: NoteDataWithScoring
Desc: NoteData with scores for each TapNote and HoldNote
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameConstantsAndTypes.h"
#include "NoteData.h"
struct NoteDataWithScoring : public NoteData
{
NoteDataWithScoring();
void Init();
// maintain this extra data in addition to the NoteData
TapNoteScore m_TapNoteScores[MAX_NOTE_TRACKS][MAX_TAP_NOTE_ROWS];
HoldNoteScore m_HoldNoteScores[MAX_HOLD_NOTE_ELEMENTS];
// statistics
int GetNumSuccessfulTapNotes( const float fStartBeat = 0, const float fEndBeat = MAX_BEATS );
int GetNumSuccessfulDoubles( const float fStartBeat = 0, const float fEndBeat = MAX_BEATS );
int GetNumSuccessfulHoldNotes( const float fStartBeat = 0, const float fEndBeat = MAX_BEATS );
float GetActualRadarValue( RadarCatrgory rv, float fSongSeconds )
{
switch( rv )
{
case RADAR_STREAM: return GetActualStreamRadarValue( fSongSeconds ); break;
case RADAR_VOLTAGE: return GetActualVoltageRadarValue( fSongSeconds ); break;
case RADAR_AIR: return GetActualAirRadarValue( fSongSeconds ); break;
case RADAR_FREEZE: return GetActualFreezeRadarValue( fSongSeconds ); break;
case RADAR_CHAOS: return GetActualChaosRadarValue( fSongSeconds ); break;
default: ASSERT(0); return 0;
}
};
float GetActualStreamRadarValue( float fSongSeconds );
float GetActualVoltageRadarValue( float fSongSeconds );
float GetActualAirRadarValue( float fSongSeconds );
float GetActualFreezeRadarValue( float fSongSeconds );
float GetActualChaosRadarValue( float fSongSeconds );
};
+1 -2
View File
@@ -237,8 +237,7 @@ void NoteField::DrawPrimitives()
const int iCol = hn.m_iTrack;
const float fHoldNoteLife = m_HoldNoteLife[i];
const bool bActive = NoteRowToBeat(hn.m_iStartIndex) > m_fSongBeat && m_fSongBeat < NoteRowToBeat(hn.m_iEndIndex);
const bool bActive = NoteRowToBeat(hn.m_iStartIndex-1) <= m_fSongBeat && m_fSongBeat <= NoteRowToBeat(hn.m_iEndIndex); // hack: added -1 because hn.m_iStartIndex changes as note is held
// parts of the hold
const float fStartDrawingAtBeat = froundf( (float)hn.m_iStartIndex, ROWS_BETWEEN_HOLD_BITS );
+141 -135
View File
@@ -1,11 +1,12 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Notes
Class: Player
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
@@ -29,28 +30,27 @@ const float COMBO_Y_OFFSET = +26;
const float ARROWS_Y = SCREEN_TOP + ARROW_SIZE * 1.5f;
const float HOLD_JUDGEMENT_Y = ARROWS_Y + 80;
const float HOLD_ARROW_NG_TIME = 0.27f;
const float HOLD_ARROW_NG_TIME = 0.18f;
Player::Player()
{
m_fSongBeat = 0;
m_PlayerNumber = PLAYER_NONE;
m_PlayerNumber = PLAYER_INVALID;
// init step elements
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
{
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
{
m_TapNotesOriginal[c][i] = '0';
m_TapNotes[c][i] = '0';
m_TapNotes[t][i] = '0';
m_TapNoteScores[t][i] = TNS_NONE;
}
m_TapNoteScores[i] = TNS_NONE;
}
m_iNumHoldNotes = 0;
for( i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
for( int i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
{
m_HoldNoteScores[i] = HNS_NONE;
m_fHoldNoteLife[i] = 1.0f;
@@ -72,9 +72,16 @@ Player::Player()
}
void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteData, int iMeter, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
{
//LOG->WriteLine( "Player::Load()", );
NoteData::Init();
NoteDataWithScoring::Init();
// init step elements
for( int i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
m_fHoldNoteLife[i] = 1.0f;
this->CopyAll( pNoteData );
m_PlayerNumber = player_no;
@@ -83,7 +90,7 @@ void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteD
m_pLifeMeter = pLM;
m_pScore = pScore;
if( m_pScore )
m_pScore->Init( player_no, m_PlayerOptions, pNoteData->GetNumTapNotes(), SONGMAN->GetCurrentNotes(player_no)->m_iMeter );
m_pScore->Init( player_no, m_PlayerOptions, pNoteData->GetNumTapNotes(), iMeter );
if( !po.m_bHoldNotes )
this->RemoveHoldNotes();
@@ -95,12 +102,6 @@ void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteD
m_NoteField.Load( (NoteData*)this, player_no, pStyleDef, po, 1.5f, 5.5f, NoteField::MODE_DANCING );
for( int t=0; t<pNoteData->m_iNumTracks; t++ )
{
for( int r=0; r<MAX_TAP_NOTE_ROWS; r++ )
m_TapNotesOriginal[t][r] = pNoteData->m_TapNotes[t][r];
}
m_GrayArrowRow.Load( player_no, pStyleDef, po );
m_GhostArrowRow.Load( player_no, pStyleDef, po );
@@ -108,8 +109,10 @@ void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteD
m_Combo.SetY( po.m_bReverseScroll ? -COMBO_Y_OFFSET : COMBO_Y_OFFSET );
m_Judgement.SetY( po.m_bReverseScroll ? -JUDGEMENT_Y_OFFSET : JUDGEMENT_Y_OFFSET );
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
for( int c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
m_HoldJudgement[c].SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - HOLD_JUDGEMENT_Y : HOLD_JUDGEMENT_Y );
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
m_HoldJudgement[c].SetX( (float)pStyleDef->m_ColumnInfo[player_no][c].fXOffset );
m_NoteField.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
m_GrayArrowRow.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
@@ -120,7 +123,8 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
{
//LOG->WriteLine( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
m_fSongBeat = fSongBeat; // save song beat
//
// Check for TapNote misses
//
@@ -142,7 +146,6 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
float fStartBeat = NoteRowToBeat( (float)hn.m_iStartIndex );
float fEndBeat = NoteRowToBeat( (float)hn.m_iEndIndex );
const int iCol = hn.m_iTrack;
const StyleInput StyleI( m_PlayerNumber, hn.m_iTrack );
const GameInput GameI = GAMEMAN->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
@@ -150,9 +153,9 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
// update the life
if( fStartBeat < m_fSongBeat && m_fSongBeat < fEndBeat ) // if the song beat is in the range of this hold
{
const bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
const bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI ) || PREFSMAN->m_bAutoPlay;
// if they got a bad score or haven't stepped on the corresponding tap yet
const bool bSteppedOnTapNote = m_TapNoteScores[hn.m_iStartIndex] >= TNS_GREAT;
const bool bSteppedOnTapNote = m_TapNoteScores[hn.m_iTrack][hn.m_iStartIndex] >= TNS_GREAT;
if( bIsHoldingButton && bSteppedOnTapNote )
@@ -161,9 +164,11 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
fLife += fDeltaTime/HOLD_ARROW_NG_TIME;
fLife = min( fLife, 1 ); // clamp
m_NoteField.m_HoldNotes[i].m_iStartIndex = BeatToNoteRow( m_fSongBeat ); // move the start of this Hold
int iNewStartRow = BeatToNoteRow( m_fSongBeat );
ASSERT( iNewStartRow >= m_NoteField.m_HoldNotes[i].m_iStartIndex );
m_NoteField.m_HoldNotes[i].m_iStartIndex = iNewStartRow; // move the start of this Hold
m_GhostArrowRow.HoldNote( iCol ); // update the "electric ghost" effect
m_GhostArrowRow.HoldNote( hn.m_iTrack ); // update the "electric ghost" effect
}
else // !bIsHoldingButton
{
@@ -181,7 +186,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
if( fLife == 0 ) // the player has not pressed the button for a long time!
{
hns = HNS_NG;
m_HoldJudgement[iCol].SetHoldJudgement( HNS_NG );
m_HoldJudgement[hn.m_iTrack].SetHoldJudgement( HNS_NG );
}
// check for OK
@@ -190,7 +195,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
// At this point fLife > 0, or else we would have marked it NG above
fLife = 1;
hns = HNS_OK;
m_HoldJudgement[iCol].SetHoldJudgement( HNS_OK );
m_HoldJudgement[hn.m_iTrack].SetHoldJudgement( HNS_OK );
m_NoteField.SetHoldNoteLife( i, fLife ); // update the NoteField display
}
}
@@ -206,9 +211,6 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
m_GrayArrowRow.Update( fDeltaTime, fSongBeat );
m_NoteField.Update( fDeltaTime, fSongBeat );
m_GhostArrowRow.Update( fDeltaTime, fSongBeat );
m_fSongBeat = fSongBeat; // save song beat
}
void Player::DrawPrimitives()
@@ -260,26 +262,6 @@ void Player::DrawPrimitives()
m_HoldJudgement[c].Draw();
}
bool Player::IsThereANoteAtIndex( int iIndex )
{
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotesOriginal[t][iIndex] != '0' )
return true;
}
for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
{
if( m_HoldNotes[i].m_iStartIndex == iIndex )
return true;
}
return false;
}
void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
{
//LOG->WriteLine( "Player::HandlePlayerStep()" );
@@ -288,13 +270,6 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
m_GrayArrowRow.Step( col );
CheckForCompleteRow( fSongBeat, col, fMaxBeatDiff );
}
void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
{
//LOG->WriteLine( "Player::CheckForCompleteRow()" );
// look for the closest matching step
int iIndexStartLookingAt = BeatToNoteRow( fSongBeat );
@@ -304,7 +279,7 @@ void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
int iIndexOverlappingNote = -1; // leave as -1 if we don't find any
// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
// Start at iIndexStartLookingAt and search outward. The first one note overlaps the player's hit (this is the closest match).
for( int delta=0; delta <= iNumElementsToExamine; delta++ )
{
int iCurrentIndexEarlier = iIndexStartLookingAt - delta;
@@ -318,7 +293,8 @@ void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
// check the step to the left of iIndexStartLookingAt
////////////////////////////
//LOG->WriteLine( "Checking Notes[%d]", iCurrentIndexEarlier );
if( m_TapNotes[col][iCurrentIndexEarlier] != '0' ) // these Notes overlap
if( m_TapNotes[col][iCurrentIndexEarlier] != '0' && // there is a note here
m_TapNoteScores[col][iCurrentIndexEarlier] == TNS_NONE ) // this note doesn't have a score
{
iIndexOverlappingNote = iCurrentIndexEarlier;
break;
@@ -329,7 +305,8 @@ void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
// check the step to the right of iIndexStartLookingAt
////////////////////////////
//LOG->WriteLine( "Checking Notes[%d]", iCurrentIndexLater );
if( m_TapNotes[col][iCurrentIndexLater] != '0' ) // these Notes overlap
if( m_TapNotes[col][iCurrentIndexLater] != '0' && // there is a note here
m_TapNoteScores[col][iCurrentIndexLater] == TNS_NONE ) // this note doesn't have a score
{
iIndexOverlappingNote = iCurrentIndexLater;
break;
@@ -338,13 +315,28 @@ void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
if( iIndexOverlappingNote != -1 )
{
m_TapNotes[col][iIndexOverlappingNote] = '0'; // mark hit
// compute the score for this hit
const float fStepBeat = NoteRowToBeat( (float)iIndexOverlappingNote );
const float fBeatsUntilStep = fStepBeat - fSongBeat;
const float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
TapNoteScore &score = m_TapNoteScores[col][iIndexOverlappingNote];
if( fPercentFromPerfect < 0.35f ) score = TNS_PERFECT;
else if( fPercentFromPerfect < 0.6f ) score = TNS_GREAT;
else if( fPercentFromPerfect < 0.8f ) score = TNS_GOOD;
else score = TNS_BOO;
bool bRowDestroyed = true;
for( int t=0; t<m_iNumTracks; t++ ) // did this complete the elminiation of the row?
{
if( m_TapNotes[t][iIndexOverlappingNote] != '0' )
if( m_TapNotes[t][iIndexOverlappingNote] != '0' && // there is a note here
m_TapNoteScores[t][iIndexOverlappingNote] == TNS_NONE ) // and it doesn't have a score
{
bRowDestroyed = false;
break; // stop searching
}
}
if( bRowDestroyed )
OnRowDestroyed( fSongBeat, col, fMaxBeatDiff, iIndexOverlappingNote );
@@ -353,22 +345,14 @@ void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int iIndexThatWasSteppedOn )
{
float fStepBeat = NoteRowToBeat( (float)iIndexThatWasSteppedOn );
float fBeatsUntilStep = fStepBeat - fSongBeat;
float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
//LOG->WriteLine( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
// fBeatsUntilStep, fPercentFromPerfect );
// compute what the score should be for the note we stepped on
TapNoteScore &score = m_TapNoteScores[iIndexThatWasSteppedOn];
if( fPercentFromPerfect < 0.25f ) score = TNS_PERFECT;
else if( fPercentFromPerfect < 0.50f ) score = TNS_GREAT;
else if( fPercentFromPerfect < 0.75f ) score = TNS_GOOD;
else score = TNS_BOO;
// find the minimum score of the row
TapNoteScore score = TNS_PERFECT;
for( int t=0; t<m_iNumTracks; t++ )
if( m_TapNoteScores[t][iIndexThatWasSteppedOn] >= TNS_BOO )
score = min( score, m_TapNoteScores[t][iIndexThatWasSteppedOn] );
// update the judgement, score, and life
m_Judgement.SetJudgement( score );
@@ -383,14 +367,14 @@ void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int i
// show ghost arrows
for( int c=0; c<m_iNumTracks; c++ ) // for each column
{
if( m_TapNotesOriginal[c][iIndexThatWasSteppedOn] != '0' ) // if there is an original note note in this column
if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>100 ); // show the ghost arrow for this column
}
int iNumNotesDestroyed = 0;
for( c=0; c<m_iNumTracks; c++ ) // for each column
{
if( m_TapNotesOriginal[c][iIndexThatWasSteppedOn] != '0' ) // if there is an original note note in this column
if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
iNumNotesDestroyed++;
}
@@ -422,54 +406,6 @@ void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int i
}
void Player::GetGameplayStatistics( GameplayStatistics& GSout )
{
GSout.pSong = SONGMAN->GetCurrentSong();
Notes* pNotes = SONGMAN->GetCurrentNotes(m_PlayerNumber);
GSout.dc = pNotes->m_DifficultyClass;
GSout.meter = pNotes->m_iMeter;
GSout.iPossibleDancePoints = ((NoteData*)this)->GetPossibleDancePoints();
GSout.iActualDancePoints = 0;
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
{
switch( m_TapNoteScores[i] )
{
case TNS_PERFECT: GSout.perfect++; break;
case TNS_GREAT: GSout.great++; break;
case TNS_GOOD: GSout.good++; break;
case TNS_BOO: GSout.boo++; break;
case TNS_MISS: GSout.miss++; break;
case TNS_NONE: break;
default: ASSERT( false );
}
GSout.iActualDancePoints += TapNoteScoreToDancePoints( m_TapNoteScores[i] );
}
for( i=0; i<m_iNumHoldNotes; i++ )
{
switch( m_HoldNoteScores[i] )
{
case HNS_NG: GSout.ng++; break;
case HNS_OK: GSout.ok++; break;
case HNS_NONE: break;
default: ASSERT( false );
}
GSout.iActualDancePoints += HoldNoteScoreToDancePoints( m_HoldNoteScores[i] );
}
GSout.max_combo = m_Combo.GetMaxCombo();
GSout.score = m_pScore ? m_pScore->GetScore() : 0;
GSout.failed = this->m_pLifeMeter->HasFailed();
for( int r=0; r<NUM_RADAR_VALUES; r++ )
{
GSout.fRadarPossible[r] = this->GetRadarValue( (RadarCatrgory)r, SONGMAN->GetCurrentSong()->GetMusicLengthSeconds() );
GSout.fRadarActual[r] = randomf(0, GSout.fRadarPossible[r]);
}
}
int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
{
//LOG->WriteLine( "Notes::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
@@ -482,17 +418,19 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
//LOG->WriteLine( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNoteScores[i] != TNS_NONE ) // this index already has a score
continue;
// look for any track at this index that still has data
if( !this->IsRowEmpty( i ) )
for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
{
m_TapNoteScores[i] = TNS_MISS;
iNumMissesFound++;
m_pLifeMeter->ChangeLife( TNS_MISS );
bool bFoundAMissInThisRow = false;
if( m_TapNotes[t][r] != '0' && m_TapNoteScores[t][r] == TNS_NONE )
{
m_TapNoteScores[t][r] = TNS_MISS;
iNumMissesFound++;
bFoundAMissInThisRow = true;
}
if( bFoundAMissInThisRow )
m_pLifeMeter->ChangeLife( TNS_MISS );
}
}
@@ -506,8 +444,76 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
}
void Player::CrossedRow( int iNoteRow, float fSongBeat, float fMaxBeatDiff )
{
if( PREFSMAN->m_bAutoPlay )
{
// check to see if there's at the crossed row
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][iNoteRow] != '0' )
this->HandlePlayerStep( fSongBeat, t, fMaxBeatDiff );
}
}
}
GameplayStatistics Player::GetGameplayStatistics( Song* pSong, Notes* pNotes )
{
GameplayStatistics GSreturn;
GSreturn.pSong = pSong;
GSreturn.dc = pNotes->m_DifficultyClass;
GSreturn.meter = pNotes->m_iMeter;
GSreturn.iPossibleDancePoints = ((NoteData*)this)->GetPossibleDancePoints();
GSreturn.iActualDancePoints = 0;
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
{
for( int r=0; r<MAX_TAP_NOTE_ROWS; r++ )
{
if( m_TapNotes[t][r] == '0' )
continue; // no note here
switch( m_TapNoteScores[t][r] )
{
case TNS_PERFECT: GSreturn.perfect++; break;
case TNS_GREAT: GSreturn.great++; break;
case TNS_GOOD: GSreturn.good++; break;
case TNS_BOO: GSreturn.boo++; break;
case TNS_MISS: GSreturn.miss++; break;
case TNS_NONE: break;
default: ASSERT( false );
}
GSreturn.iActualDancePoints += TapNoteScoreToDancePoints( m_TapNoteScores[t][r] );
}
}
for( int i=0; i<m_iNumHoldNotes; i++ )
{
switch( m_HoldNoteScores[i] )
{
case HNS_NG: GSreturn.ng++; break;
case HNS_OK: GSreturn.ok++; break;
case HNS_NONE: break;
default: ASSERT( false );
}
GSreturn.iActualDancePoints += HoldNoteScoreToDancePoints( m_HoldNoteScores[i] );
}
GSreturn.max_combo = m_Combo.GetMaxCombo();
GSreturn.score = m_pScore ? m_pScore->GetScore() : 0;
GSreturn.failed = this->m_pLifeMeter->HasFailed();
for( int r=0; r<NUM_RADAR_VALUES; r++ )
{
GSreturn.fRadarPossible[r] = this->GetRadarValue( (RadarCatrgory)r, pSong->GetMusicLengthSeconds() );
GSreturn.fRadarActual[r] = this->GetActualRadarValue( (RadarCatrgory)r, pSong->GetMusicLengthSeconds() );
GSreturn.fRadarPossible[r] = clamp( GSreturn.fRadarPossible[r], 0, 1 );
GSreturn.fRadarActual[r] = clamp( GSreturn.fRadarActual[r], 0, 1 );
}
return GSreturn;
}
+6 -10
View File
@@ -31,11 +31,13 @@
#include "NoteField.h"
#include "GrayArrowRow.h"
#include "GhostArrowRow.h"
#include "NoteDataWithScoring.h"
struct GameplayStatistics;
class Player : public NoteData, public ActorFrame
class Player : public NoteDataWithScoring, public ActorFrame
{
public:
Player();
@@ -43,33 +45,27 @@ public:
void Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference );
void DrawPrimitives();
void Load( PlayerNumber player_no, StyleDef *pStyleDef, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore );
void CrossedIndex( int iIndex );
void Load( PlayerNumber player_no, StyleDef *pStyleDef, NoteData* pNoteData, int iMeter, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore );
void CrossedRow( int iNoteRow, float fSongBeat, float fMaxBeatDiff );
void HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff );
int UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
void GetGameplayStatistics( GameplayStatistics& GSout );
GameplayStatistics GetGameplayStatistics( Song* pSong, Notes* pNotes );
bool IsThereANoteAtIndex( int iIndex );
protected:
void CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff );
void OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int iStepIndex );
float m_fSongBeat;
PlayerNumber m_PlayerNumber;
PlayerOptions m_PlayerOptions;
// maintain this extra data in addition to the NoteData
TapNote m_TapNotesOriginal[MAX_NOTE_TRACKS][MAX_TAP_NOTE_ROWS]; // the original Notes that were loaded into player
TapNoteScore m_TapNoteScores[MAX_TAP_NOTE_ROWS];
float m_fHoldNoteLife[MAX_TAP_NOTE_ROWS]; // 1.0 means this HoldNote has full life.
// 0.0 means this HoldNote is dead
// When this value hits 0.0 for the first time,
// m_HoldScore becomes HSS_NG.
// If the life is > 0.0 when the HoldNote ends, then
// m_HoldScore becomes HSS_OK.
HoldNoteScore m_HoldNoteScores[MAX_HOLD_NOTE_ELEMENTS];
GrayArrowRow m_GrayArrowRow;
+34 -11
View File
@@ -29,12 +29,13 @@ PrefsManager::PrefsManager()
m_bAnnouncer = true;
m_bEventMode = true;
m_iNumArcadeStages = 3;
m_iDifficulty = 4;
m_bAutoPlay = false;
m_fJudgeWindow = 0.10f;
for( int p=0; p<NUM_PLAYERS; p++ )
m_PreferredDifficultyClass[p] = CLASS_EASY;
m_SongSortOrder = SORT_GROUP;
m_PlayMode = PLAY_MODE_ARCADE;
m_PlayMode = PLAY_MODE_INVALID;
m_iCurrentStageIndex = 0;
ReadPrefsFromDisk();
@@ -61,7 +62,8 @@ void PrefsManager::ReadPrefsFromDisk()
ini.GetValueB( "Options", "Announcer", m_bAnnouncer );
ini.GetValueB( "Options", "EventMode", m_bEventMode );
ini.GetValueI( "Options", "NumArcadeStages", m_iNumArcadeStages );
ini.GetValueI( "Options", "Difficulty", m_iDifficulty );
ini.GetValueB( "Options", "AutoPlay", m_bAutoPlay );
ini.GetValueF( "Options", "JudgeWindow", m_fJudgeWindow );
}
@@ -79,7 +81,8 @@ void PrefsManager::SavePrefsToDisk()
ini.SetValueB( "Options", "Announcer", m_bAnnouncer );
ini.SetValueB( "Options", "EventMode", m_bEventMode );
ini.SetValueI( "Options", "NumArcadeStages", m_iNumArcadeStages );
ini.SetValueI( "Options", "Difficulty", m_iDifficulty );
ini.SetValueB( "Options", "AutoPlay", m_bAutoPlay );
ini.SetValueF( "Options", "JudgeWindow", m_fJudgeWindow );
ini.WriteFile();
}
@@ -89,20 +92,30 @@ int PrefsManager::GetStageIndex()
return m_iCurrentStageIndex;
}
int PrefsManager::GetStageNumber()
{
return m_iCurrentStageIndex+1;
}
bool PrefsManager::IsFinalStage()
{
return m_iCurrentStageIndex == m_iNumArcadeStages-1;
}
bool PrefsManager::IsExtraStage()
{
return m_iCurrentStageIndex == m_iNumArcadeStages;
}
bool PrefsManager::IsExtraStage2()
{
return m_iCurrentStageIndex == m_iNumArcadeStages+1;
}
CString PrefsManager::GetStageText()
{
if( m_iCurrentStageIndex == m_iNumArcadeStages-1 )
if( IsFinalStage() )
return "Final";
else if( IsExtraStage() )
return "Extra";
else if( IsExtraStage2() )
return "Extra 2";
int iStageNo = m_iCurrentStageIndex+1;
@@ -122,6 +135,16 @@ CString PrefsManager::GetStageText()
default:sNumberSuffix = "th"; break;
}
}
return ssprintf( "%d%s", this->GetStageNumber(), sNumberSuffix );
return ssprintf( "%d%s", iStageNo, sNumberSuffix );
}
D3DXCOLOR PrefsManager::GetStageColor()
{
if( IsFinalStage() )
return D3DXCOLOR(1,0.1f,0.1f,1); // red
else if( IsExtraStage() || IsExtraStage2() )
return D3DXCOLOR(1,1,0.3f,1); // yellow
else
return D3DXCOLOR(0.3f,1,0.3f,1); // green
}
+5 -2
View File
@@ -33,7 +33,8 @@ public:
bool m_bAnnouncer;
bool m_bEventMode;
int m_iNumArcadeStages;
int m_iDifficulty;
bool m_bAutoPlay;
float m_fJudgeWindow;
void ReadPrefsFromDisk();
void SavePrefsToDisk();
@@ -46,9 +47,11 @@ public:
int m_iCurrentStageIndex; // starts at 0, and is incremented with each Stage Clear
int GetStageIndex();
int GetStageNumber();
bool IsFinalStage();
bool IsExtraStage();
bool IsExtraStage2();
CString GetStageText();
D3DXCOLOR GetStageColor();
PlayerOptions m_PlayerOptions[NUM_PLAYERS];
+6 -3
View File
@@ -25,13 +25,14 @@ RageSound* SOUND = NULL;
RageSound::RageSound( HWND hWnd )
{
LOG->WriteLine( "RageSound::RageSound()" );
// save the HWND
if( !hWnd )
throw RageException( "RageSound called with NULL hWnd." );
m_hWndApp = hWnd;
if( BASS_GetVersion() != MAKELONG(1,5) )
throw RageException( "BASS version 1.5 DLL could not be loaded. Verify that Bass.dll exists in the program directory.");
if( BASS_GetVersion() != MAKELONG(1,6) )
throw RageException( "BASS version 1.6 DLL could not be loaded. Verify that Bass.dll exists in the program directory.");
if( !BASS_Init( -1, 44100, BASS_DEVICE_LEAVEVOL|BASS_DEVICE_LATENCY, m_hWndApp ) )
{
@@ -72,6 +73,8 @@ RageSound::RageSound( HWND hWnd )
RageSound::~RageSound()
{
LOG->WriteLine( "RageSound::~RageSound()" );
BASS_Stop();
BASS_Free();
}
@@ -85,7 +88,7 @@ void RageSound::PlayOnceStreamed( CString sPath )
if( FALSE == BASS_StreamPlay( hStream, FALSE, 0 ) )
throw RageException( "RageSound: Error playing a sound stream." );
// this stream will free itself when stopped
// this stream will free itself when stopped
}
void RageSound::PlayOnceStreamedFromDir( CString sDir )
+3 -3
View File
@@ -97,7 +97,7 @@ ScreenEdit::ScreenEdit()
m_NoteFieldRecord.SetZoom( 1.0f );
m_NoteFieldRecord.Load( &noteData, PLAYER_1, GAMEMAN->GetCurrentStyleDef(), m_PlayerOptions, 2, 5, NoteField::MODE_EDITING );
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), &noteData, PlayerOptions(), NULL, NULL );
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), &noteData, 1, PlayerOptions(), NULL, NULL );
m_Player.SetXY( EDIT_CENTER_X, EDIT_GRAY_Y );
m_Fade.SetClosed();
@@ -234,7 +234,7 @@ void ScreenEdit::Update( float fDeltaTime )
m_NoteFieldEdit.Update( fDeltaTime, m_fTrailingBeat );
int iIndexNow = BeatToNoteIndexNotRounded( m_fBeat );
int iIndexNow = BeatToNoteRowNotRounded( m_fBeat );
CString sNoteType;
@@ -499,7 +499,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
m_Mode = MODE_PLAY;
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), (NoteData*)&m_NoteFieldEdit, PlayerOptions(), NULL, NULL );
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), (NoteData*)&m_NoteFieldEdit, 1, PlayerOptions(), NULL, NULL );
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuseColor( D3DXCOLOR(0,0,0,0.5f) );
+153 -62
View File
@@ -43,13 +43,15 @@ const float PLAYER_OPTIONS_LOCAL_Y[NUM_PLAYERS] = { -10, +10 };
const float DIFFICULTY_X[NUM_PLAYERS] = { SCREEN_LEFT+60, SCREEN_RIGHT-60 };
const float DIFFICULTY_Y[NUM_PLAYERS] = { SCREEN_BOTTOM-70, SCREEN_BOTTOM-70 };
const float MAX_SECONDS_CAN_BE_OFF_BY = 0.25f;
const float DEBUG_X = CENTER_X;
const float DEBUG_Y = CENTER_Y-70;
const float TIME_BETWEEN_DANCING_COMMENTS = 15;
// received while STATE_DANCING
const ScreenMessage SM_SongEnded = ScreenMessage(SM_User+102);
const ScreenMessage SM_PlayMusic = ScreenMessage(SM_User+101);
const ScreenMessage SM_MusicEnded = ScreenMessage(SM_User+102);
const ScreenMessage SM_LifeIs0 = ScreenMessage(SM_User+103);
@@ -62,7 +64,7 @@ const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
const ScreenMessage SM_HideFailed = ScreenMessage(SM_User+124);
const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
@@ -71,6 +73,8 @@ ScreenGameplay::ScreenGameplay()
LOG->WriteLine( "ScreenGameplay::ScreenGameplay()" );
m_pCurSong = NULL;
for( int p=0; p<NUM_PLAYERS; p++ )
m_pCurNotes[p] = NULL;
switch( PREFSMAN->m_PlayMode )
{
@@ -106,7 +110,7 @@ ScreenGameplay::ScreenGameplay()
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
@@ -150,12 +154,8 @@ ScreenGameplay::ScreenGameplay()
m_textStageNumber.Load( THEME->GetPathTo(FONT_HEADER2) );
m_textStageNumber.TurnShadowOff();
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCAL_Y );
CString sStageText = PREFSMAN->GetStageText();
m_textStageNumber.SetText( sStageText );
if( stricmp(sStageText, "Final") == 0 )
m_textStageNumber.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) ); // red
else
m_textStageNumber.SetDiffuseColor( D3DXCOLOR(0.3f,1,0.3f,1) ); // green
m_textStageNumber.SetText( PREFSMAN->GetStageText() );
m_textStageNumber.SetDiffuseColor( PREFSMAN->GetStageColor() );
m_frameTop.AddActor( &m_textStageNumber );
@@ -178,6 +178,7 @@ ScreenGameplay::ScreenGameplay()
m_ScoreDisplay[p].SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
m_ScoreDisplay[p].SetZoom( 0.8f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddActor( &m_ScoreDisplay[p] );
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
@@ -207,9 +208,13 @@ ScreenGameplay::ScreenGameplay()
}
m_textDebug.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
this->AddActor( &m_textDebug );
m_StarWipe.SetClosed();
@@ -262,18 +267,38 @@ ScreenGameplay::~ScreenGameplay()
}
void ScreenGameplay::SaveSummary()
{
// save score summaries
if( m_pCurSong != NULL )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
SONGMAN->m_aGameplayStatistics[p].Add( m_Player[p].GetGameplayStatistics(m_pCurSong, m_pCurNotes[p]) );
}
m_pCurSong = NULL;
}
}
void ScreenGameplay::LoadNextSong()
{
int p;
m_pCurSong = m_apSongQueue[m_apSongQueue.GetSize()-1];
m_apSongQueue.RemoveAt(m_apSongQueue.GetSize()-1);
Notes* pNotes[NUM_PLAYERS];
SaveSummary();
m_pCurSong = m_apSongQueue[0];
m_apSongQueue.RemoveAt(0);
for( p=0; p<NUM_PLAYERS; p++ )
{
pNotes[p] = m_apNotesQueue[p][m_apNotesQueue[p].GetSize()-1];
m_apNotesQueue[p].RemoveAt(m_apNotesQueue[p].GetSize()-1);
m_pCurNotes[p] = m_apNotesQueue[p][0];
m_apNotesQueue[p].RemoveAt(0);
}
@@ -285,10 +310,10 @@ void ScreenGameplay::LoadNextSong()
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), pNotes[p] );
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), m_pCurNotes[p] );
NoteData* pOriginalNoteData = pNotes[p]->GetNoteData();
NoteData* pOriginalNoteData = m_pCurNotes[p]->GetNoteData();
NoteData newNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, newNoteData );
@@ -297,6 +322,7 @@ void ScreenGameplay::LoadNextSong()
(PlayerNumber)p,
GAMEMAN->GetCurrentStyleDef(),
&newNoteData,
m_pCurNotes[p]->m_iMeter,
PREFSMAN->m_PlayerOptions[p],
&m_LifeMeter[p],
&m_ScoreDisplay[p]
@@ -304,6 +330,8 @@ void ScreenGameplay::LoadNextSong()
}
m_soundMusic.Load( m_pCurSong->GetMusicPath() );
this->SendScreenMessage( SM_PlayMusic, 3 );
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
m_Background.LoadFromSong( m_pCurSong );
m_Background.SetDiffuseColor( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
@@ -318,6 +346,10 @@ void ScreenGameplay::Update( float fDeltaTime )
Screen::Update( fDeltaTime );
if( m_pCurSong == NULL )
return;
float fSongBeat, fBPS;
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
@@ -328,7 +360,7 @@ void ScreenGameplay::Update( float fDeltaTime )
//LOG->WriteLine( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
float fMaxBeatDifference = fBPS*MAX_SECONDS_CAN_BE_OFF_BY;
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
for( int p=0; p<NUM_PLAYERS; p++ )
{
@@ -356,16 +388,12 @@ void ScreenGameplay::Update( float fDeltaTime )
continue;
if( !m_LifeMeter[p].IsAboutToFail() )
{
bAllAboutToFail = false;
if( !m_LifeMeter[p].HasFailed() )
bAllFailed = false;
}
else if( !m_LifeMeter[p].HasFailed() )
{
bAllFailed = false;
}
break;
}
if( bAllAboutToFail ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
@@ -387,9 +415,11 @@ void ScreenGameplay::Update( float fDeltaTime )
// Check for end of song
if( m_DancingState == STATE_DANCING &&
m_soundMusic.GetLengthSeconds() - m_soundMusic.GetPositionSeconds() < 2 )
this->SendScreenMessage( SM_SongEnded, 1 );
m_soundMusic.GetLengthSeconds() - m_soundMusic.GetPositionSeconds() < 0.5f )
{
this->SendScreenMessage( SM_MusicEnded, 0 );
}
// Check to see if it's time to play a gameplay comment
if( PREFSMAN->m_bAnnouncer )
{
@@ -408,31 +438,52 @@ void ScreenGameplay::Update( float fDeltaTime )
//
// Send crossed row messages to Player
//
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
}
}
iRowLastCrossed = iRowNow;
//
// play assist ticks
//
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
if( PREFSMAN->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
{
//
// play assist ticks
//
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
fPositionSeconds += (SOUND->GetPlayLatency()+0.06f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.06 seconds to make them play a tiny bit earlier
m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS );
int iIndexNow = BeatToNoteIndexNotRounded( fSongBeat );
static int iIndexLastCrossed = 0;
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
for( int i=iIndexLastCrossed+1; i<=iIndexNow; i++ ) // for each index we crossed since the last update
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
bAnyoneHasANote |= m_Player[p].IsThereANoteAtIndex( i );
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
bAnyoneHasANote |= m_Player[p].IsThereANoteAtRow( r );
break; // this will only play the tick for the first player that is joined
}
}
@@ -441,7 +492,7 @@ void ScreenGameplay::Update( float fDeltaTime )
m_soundAssistTick.PlayRandom();
iIndexLastCrossed = iIndexNow;
iRowLastCrossed = iRowNow;
}
}
@@ -460,6 +511,44 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
float fSongBeat, fBPS;
m_pCurSong->GetBeatAndBPSFromElapsedTime( m_soundMusic.GetPositionSeconds(), fSongBeat, fBPS );
// Handle special keys to adjust the offset
if( type == IET_FIRST_PRESS && DeviceI.device == DEVICE_KEYBOARD )
{
switch( DeviceI.button )
{
case DIK_F9:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()-0.01f );
break;
case DIK_F10:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()+0.01f );
break;
case DIK_F11:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()-(1/fBPS) );
break;
case DIK_F12:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()+(1/fBPS) );
break;
}
switch( DeviceI.button )
{
case DIK_F9:
case DIK_F10:
case DIK_F11:
case DIK_F12:
m_textDebug.SetText( ssprintf("Offset = %f.", m_pCurSong->GetBeatOffsetInSeconds()) );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweeningQueued( 3 ); // sleep
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
break;
}
}
if( MenuI.IsValid() )
{
@@ -478,14 +567,14 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
}
}
float fMaxBeatsCanBeOffBy = MAX_SECONDS_CAN_BE_OFF_BY * fBPS;
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
if( type == IET_FIRST_PRESS )
{
if( StyleI.IsValid() )
{
if( GAMEMAN->IsPlayerEnabled( StyleI.player ) )
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatsCanBeOffBy );
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatDifference );
}
}
}
@@ -515,8 +604,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
if( PREFSMAN->m_bAnnouncer )
m_announcerHereWeGo.PlayRandom();
m_Background.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0.8f,1) );
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
break;
case SM_User+6:
break;
@@ -535,21 +622,33 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
this->SendScreenMessage( SM_BeginFailed, 0 );
m_DancingState = STATE_OUTRO;
break;
case SM_SongEnded:
case SM_PlayMusic:
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
break;
case SM_MusicEnded:
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
return; // ignore
if( m_bBothHaveFailed ) // fail them
if( m_apSongQueue.GetSize() > 0 )
{
this->SendScreenMessage( SM_BeginFailed, 0 );
LoadNextSong();
}
else // cleared
else
{
m_StarWipe.CloseWipingRight( SM_ShowCleared );
if( PREFSMAN->m_bAnnouncer )
m_announcerCleared.PlayRandom(); // crowd cheer
if( m_bBothHaveFailed ) // fail them
{
this->SendScreenMessage( SM_BeginFailed, 0 );
}
else // cleared
{
m_StarWipe.CloseWipingRight( SM_ShowCleared );
if( PREFSMAN->m_bAnnouncer )
m_announcerCleared.PlayRandom(); // crowd cheer
}
m_DancingState = STATE_OUTRO;
}
m_DancingState = STATE_OUTRO;
break;
// received while STATE_OUTRO
@@ -562,16 +661,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SendMessageToTopScreen( SM_GoToResults, 1 );
break;
case SM_GoToResults:
{
// send score summaries to the PREFSMAN object so ScreenResults can grab it.
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
m_Player[p].GetGameplayStatistics( SONGMAN->m_GameplayStatistics[PREFSMAN->m_iNumArcadeStages-1][p] );
}
SCREENMAN->SetNewScreen( new ScreenResults(false) );
}
SaveSummary();
SCREENMAN->SetNewScreen( new ScreenResults(false) );
break;
+7 -5
View File
@@ -47,14 +47,16 @@ public:
private:
void TweenOnScreen();
void TweenOffScreen();
void SaveSummary();
void LoadNextSong();
DancingState m_DancingState;
Song* m_pCurSong; // nearest songs are on back of queue
CArray<Song*,Song*> m_apSongQueue; // nearest songs are on back of queue
CArray<Notes*,Notes*> m_apNotesQueue[NUM_PLAYERS]; // nearest notes are on back of queue
Song* m_pCurSong;
Notes* m_pCurNotes[NUM_PLAYERS];
CArray<Song*,Song*> m_apSongQueue; // nearest songs are on front of queue
CArray<Notes*,Notes*> m_apNotesQueue[NUM_PLAYERS]; // nearest notes are on front of queue
bool m_bBothHaveFailed;
float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
@@ -62,19 +64,19 @@ private:
Background m_Background;
ActorFrame m_frameTop;
Sprite m_sprTopFrame;
Quad m_quadLifeMeterBG[NUM_PLAYERS]; // just a black quad to fill in hole for the life meter
LifeMeterBar m_LifeMeter[NUM_PLAYERS];
BitmapText m_textStageNumber;
ActorFrame m_frameBottom;
Sprite m_sprBottomFrame;
ScoreDisplayRolling m_ScoreDisplay[NUM_PLAYERS];
BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textDebug;
TransitionStarWipe m_StarWipe;
+8 -9
View File
@@ -82,8 +82,9 @@ const CString CREDIT_LINES[] =
"SPECIAL THANKS TO:",
"SimWolf",
"Dance With Intensity",
"DDR Llama",
"DDRManiaX",
"DDRLlama",
"AngelTK",
"www.ddrmaniax.net",
"Lagged",
"The Melting Pot",
"DDRJamz Global BBS",
@@ -108,10 +109,8 @@ const CString CREDIT_LINES[] =
"",
"",
"If your name is missing from this list,",
"",
" I apologize!",
"",
" -Chris"
" send me an e-mail!",
" -Chris"
};
const int NUM_CREDIT_LINES = sizeof(CREDIT_LINES) / sizeof(CString);
@@ -156,12 +155,12 @@ ScreenMusicScroll::ScreenMusicScroll()
{
m_textLines[i].SetZoom( 0.7f );
m_textLines[i].SetXY( CENTER_X, SCREEN_BOTTOM + 40 );
m_textLines[i].BeginTweeningQueued( 0.20f * i );
m_textLines[i].BeginTweeningQueued( 2.0f );
m_textLines[i].BeginTweeningQueued( 0.30f * i );
m_textLines[i].BeginTweeningQueued( 3.0f );
m_textLines[i].SetTweenXY( CENTER_X, SCREEN_TOP - 40 );
}
this->SendScreenMessage( SM_StartFadingOut, 0.20f * i + 3.0f );
this->SendScreenMessage( SM_StartFadingOut, 0.30f * i + 3.0f );
this->AddActor( &m_Fade );
+28 -22
View File
@@ -134,7 +134,7 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, const InputEventType
if( m_Menu.IsClosing() )
return; // ignore
if( MenuI.player == PLAYER_NONE )
if( MenuI.player == PLAYER_INVALID )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
@@ -174,7 +174,7 @@ void ScreenSelectCourse::HandleScreenMessage( const ScreenMessage SM )
{
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenStage(false) );
SCREENMAN->SetNewScreen( new ScreenStage );
}
break;
}
@@ -198,32 +198,38 @@ void ScreenSelectCourse::MenuRight( const PlayerNumber p, const InputEventType t
void ScreenSelectCourse::MenuStart( const PlayerNumber p )
{
// this needs to check whether valid Notes are selected!
m_MusicWheel.Select();
bool bChoseACourse = m_MusicWheel.Select();
switch( m_MusicWheel.GetSelectedType() )
if( bChoseACourse )
{
case TYPE_COURSE:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
TweenOffScreen();
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_COURSE:
SONGMAN->m_pCurCourse = m_MusicWheel.GetSelectedCourse();
m_soundSelect.PlayRandom();
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
TweenOffScreen();
m_Menu.TweenOffScreenToBlack( SM_None, false );
m_soundSelect.PlayRandom();
this->SendScreenMessage( SM_GoToNextState, 2.5f );
break;
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
this->SendScreenMessage( SM_GoToNextState, 2.5f );
break;
}
}
}
+15
View File
@@ -72,6 +72,10 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
{
LOG->WriteLine( "ScreenSelectDifficulty::ScreenSelectDifficulty()" );
// Reset the current PlayMode
PREFSMAN->m_PlayMode = PLAY_MODE_INVALID;
int p;
m_Menu.Load(
@@ -207,11 +211,22 @@ void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
{
for( int p=0; p<NUM_PLAYERS; p++ )
switch( m_iSelection[p] )
{
case 0: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_EASY; break;
case 1: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_MEDIUM; break;
case 2: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_HARD; break;
}
}
switch( m_iSelection[PLAYER_1] )
{
case 0:
case 1:
case 2: // something on page 1 was chosen
PREFSMAN->m_PlayMode = PLAY_MODE_ARCADE;
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
case 3:
+65 -52
View File
@@ -217,7 +217,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, const InputEventType
{
LOG->WriteLine( "ScreenSelectMusic::Input()" );
if( MenuI.player == PLAYER_NONE )
if( MenuI.player == PLAYER_INVALID )
return;
if( m_Menu.IsClosing() )
@@ -323,7 +323,7 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenStage(false) );
SCREENMAN->SetNewScreen( new ScreenStage );
}
break;
case SM_PlaySongSample:
@@ -350,64 +350,69 @@ void ScreenSelectMusic::MenuRight( const PlayerNumber p, const InputEventType ty
void ScreenSelectMusic::MenuStart( const PlayerNumber p )
{
// this needs to check whether valid Notes are selected!
m_MusicWheel.Select();
bool bResult = m_MusicWheel.Select();
switch( m_MusicWheel.GetSelectedType() )
if( bResult )
{
case TYPE_SONG:
// a song was selected
switch( m_MusicWheel.GetSelectedType() )
{
if( !m_MusicWheel.GetSelectedSong()->HasMusic() )
case TYPE_SONG:
{
SCREENMAN->AddScreenToTop( new ScreenPrompt( "ERROR:\n \nThis song does not have a music file\n and cannot be played.", PROMPT_OK) );
return;
if( !m_MusicWheel.GetSelectedSong()->HasMusic() )
{
SCREENMAN->AddScreenToTop( new ScreenPrompt( "ERROR:\n \nThis song does not have a music file\n and cannot be played.", PROMPT_OK) );
return;
}
bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( SONGMAN->GetCurrentNotes((PlayerNumber)p) && SONGMAN->GetCurrentNotes((PlayerNumber)p)->m_iMeter >= 9 )
bIsHard = true;
}
if( bIsNew )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_NEW) );
else if( bIsHard )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_HARD) );
else
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
TweenOffScreen();
m_bMadeChoice = true;
m_soundSelect.PlayRandom();
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
this->SendScreenMessage( SM_GoToNextState, 2.5f );
}
break;
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( SONGMAN->GetCurrentNotes((PlayerNumber)p) && SONGMAN->GetCurrentNotes((PlayerNumber)p)->m_iMeter >= 9 )
bIsHard = true;
}
if( bIsNew )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_NEW) );
else if( bIsHard )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_HARD) );
else
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
TweenOffScreen();
m_bMadeChoice = true;
m_soundSelect.PlayRandom();
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
this->SendScreenMessage( SM_GoToNextState, 2.5f );
break;
}
break;
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
break;
}
}
@@ -434,6 +439,14 @@ void ScreenSelectMusic::AfterNotesChange( const PlayerNumber p )
m_DifficultyIcon[p].SetFromNotes( pNotes );
m_FootMeter[p].SetFromNotes( pNotes );
if( pNotes )
{
// do a little bounce
m_FootMeter[p].StopTweening();
m_FootMeter[p].SetZoom( 1.1f );
m_FootMeter[p].BeginTweening( 0.3f, TWEEN_BOUNCE_BEGIN );
m_FootMeter[p].SetTweenZoom( 1 );
}
m_GrooveRadar.SetFromNotes( p, pNotes );
m_MusicWheel.NotesChanged( p );
}
+7 -2
View File
@@ -47,6 +47,11 @@ ScreenSelectStyle::ScreenSelectStyle()
{
LOG->WriteLine( "ScreenSelectStyle::ScreenSelectStyle()" );
// Reset the current style and game
GAMEMAN->m_CurStyle = STYLE_NONE;
for( int s=0; s<NUM_STYLES; s++ )
{
Style style = (Style)s;
@@ -131,7 +136,7 @@ void ScreenSelectStyle::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_MenuTimer:
MenuStart(PLAYER_NONE);
MenuStart(PLAYER_INVALID);
break;
case SM_GoToPrevState:
MUSIC->Stop();
@@ -210,7 +215,7 @@ void ScreenSelectStyle::MenuRight( const PlayerNumber p )
void ScreenSelectStyle::MenuStart( const PlayerNumber p )
{
if( p != PLAYER_NONE )
if( p != PLAYER_INVALID )
GAMEMAN->m_sMasterPlayerNumber = p;
GAMEMAN->m_CurStyle = GetSelectedStyle();
+29 -22
View File
@@ -29,41 +29,48 @@ const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
ScreenStage::ScreenStage( bool bTryExtraStage )
ScreenStage::ScreenStage()
{
m_bTryExtraStage = false;
m_textStage.Load( THEME->GetPathTo(FONT_STAGE) );
m_textStage.TurnShadowOff();
if( bTryExtraStage )
if( PREFSMAN->IsExtraStage() )
{
m_textStage.SetText( "Try Extra Stage!" );
m_textStage.SetText( "Extra Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) ); // red
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA) );
}
else if( PREFSMAN->IsExtraStage2() )
{
m_textStage.SetText( "Extra Stage 2" ); // red
m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA) );
}
else // !bTryExtraStage
else if( PREFSMAN->IsFinalStage() )
{
int iStageNo = PREFSMAN->GetStageNumber();
bool bFinal = PREFSMAN->IsFinalStage();
CString sStagePrefix = PREFSMAN->GetStageText();
m_textStage.SetText( sStagePrefix + " Stage" );
m_textStage.SetText( "Final Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
}
else
{
m_textStage.SetText( PREFSMAN->GetStageText() + " Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
if( bFinal )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
else
const int iStageNo = PREFSMAN->GetStageIndex()+1;
switch( iStageNo )
{
switch( iStageNo )
{
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
}
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
default: ; break; // play nothing
}
}
m_textStage.SetXY( CENTER_X, CENTER_Y );
m_textStage.SetZoomX( 2 );
m_textStage.SetZoomY( 0 );
-1
View File
@@ -17,7 +17,6 @@ class ScreenStage : public Screen
{
public:
ScreenStage();
ScreenStage( bool bTryExtraStage );
virtual void HandleScreenMessage( const ScreenMessage SM );
+1 -1
View File
@@ -95,7 +95,7 @@ ScreenTitleMenu::ScreenTitleMenu()
m_textVersion.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textVersion.SetHorizAlign( Actor::align_right );
m_textVersion.SetText( "v3.0 compatibility test" );
m_textVersion.SetText( "v3.0 public test" );
m_textVersion.SetDiffuseColor( D3DXCOLOR(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetXY( SCREEN_RIGHT-16, SCREEN_BOTTOM-20 );
m_textVersion.SetZoom( 0.5f );
+1 -1
View File
@@ -890,8 +890,8 @@ void Song::TidyUpData()
pNM->m_fRadarValues[RADAR_STREAM] = pNM->GetNoteData()->GetStreamRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_VOLTAGE] = pNM->GetNoteData()->GetVoltageRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_AIR] = pNM->GetNoteData()->GetAirRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_CHAOS] = pNM->GetNoteData()->GetChaosRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_FREEZE] = pNM->GetNoteData()->GetFreezeRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_CHAOS] = pNM->GetNoteData()->GetChaosRadarValue( fMusicLength );
}
}
+2 -1
View File
@@ -77,7 +77,8 @@ void SongManager::SetCurrentNotes( PlayerNumber p, Notes* pNotes )
GameplayStatistics SongManager::GetLatestGameplayStatistics( PlayerNumber p )
{
return m_GameplayStatistics[ PREFSMAN->GetStageIndex() ][p];
ASSERT( m_aGameplayStatistics[p].GetSize() > 0 );
return m_aGameplayStatistics[p][ m_aGameplayStatistics[p].GetSize()-1 ];
}
+2 -4
View File
@@ -14,12 +14,10 @@
#include "Song.h"
#include "Course.h"
#include "GamePlayStatistics.h"
#include "GameplayStatistics.h"
//#include <d3dxmath.h> // for D3DXCOLOR
const int MAX_SONG_QUEUE_SIZE = 400; // this has to be gigantic to fit an "endless" number of songs
const int MAX_NUM_STAGES = 10; // the max number of stages that can be played in arcade mode
class SongManager
{
@@ -32,7 +30,7 @@ public:
Course* m_pCurCourse;
CString m_sPreferredGroup;
GameplayStatistics m_GameplayStatistics[MAX_NUM_STAGES][NUM_PLAYERS]; // for passing from Dancing to Results
CArray<GameplayStatistics,GameplayStatistics> m_aGameplayStatistics[NUM_PLAYERS]; // for passing from Dancing to Results
CArray<Song*, Song*> m_pSongs; // all songs that can be played
+21 -18
View File
@@ -1,4 +1,4 @@
// Microsoft Visual C++ generated resource script.
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
@@ -27,18 +27,18 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
// TEXTINCLUDE
//
1 TEXTINCLUDE
1 TEXTINCLUDE MOVEABLE PURE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
2 TEXTINCLUDE MOVEABLE PURE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE
3 TEXTINCLUDE MOVEABLE PURE
BEGIN
"\r\n"
"\0"
@@ -52,7 +52,7 @@ END
// Accelerator
//
IDR_MAIN_ACCEL ACCELERATORS
IDR_MAIN_ACCEL ACCELERATORS MOVEABLE PURE
BEGIN
VK_F5, IDM_CHANGEDETAIL, VIRTKEY, NOINVERT
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
@@ -68,8 +68,9 @@ END
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON ICON "StepMania.ICO"
IDI_ICON ICON DISCARDABLE "StepMania.ICO"
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
@@ -92,14 +93,14 @@ BEGIN
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "http://www.stepmania.com"
VALUE "FileDescription", "StepMania"
VALUE "FileVersion", "1, 0, 0, 1"
VALUE "InternalName", "StepMania"
VALUE "LegalCopyright", "Copyright © 2001-2002"
VALUE "OriginalFilename", "StepMania.exe"
VALUE "ProductName", " StepMania"
VALUE "ProductVersion", "1, 0, 0, 1"
VALUE "CompanyName", "http://www.stepmania.com\0"
VALUE "FileDescription", "StepMania\0"
VALUE "FileVersion", "1, 0, 0, 1\0"
VALUE "InternalName", "StepMania\0"
VALUE "LegalCopyright", "Copyright © 2001-2002\0"
VALUE "OriginalFilename", "StepMania.exe\0"
VALUE "ProductName", " StepMania\0"
VALUE "ProductVersion", "1, 0, 0, 1\0"
END
END
BLOCK "VarFileInfo"
@@ -108,14 +109,16 @@ BEGIN
END
END
#endif // !_MAC
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
BITMAP_ERROR BITMAP "error.bmp"
BITMAP_SPLASH BITMAP "splash.bmp"
BITMAP_ERROR BITMAP MOVEABLE PURE "error.bmp"
BITMAP_SPLASH BITMAP MOVEABLE PURE "splash.bmp"
/////////////////////////////////////////////////////////////////////////////
//
@@ -123,9 +126,9 @@ BITMAP_SPLASH BITMAP "splash.bmp"
//
IDD_ERROR_DIALOG DIALOGEX 0, 0, 332, 234
STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION
CAPTION "StepMania Error"
FONT 8, "MS Sans Serif", 0, 0, 0x0
FONT 8, "MS Sans Serif"
BEGIN
EDITTEXT IDC_EDIT_ERROR,5,80,320,130,ES_MULTILINE |
ES_AUTOHSCROLL | ES_READONLY | WS_VSCROLL | NOT
+26 -3
View File
@@ -223,6 +223,7 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
}
} // end while( WM_QUIT != msg.message )
LOG->WriteLine( "Recieved WM_QUIT message. Shutting down..." );
// clean up after a normal exit
DestroyObjects(); // deallocate our game objects and leave fullscreen
@@ -236,7 +237,29 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
}
catch( ... )
{
g_sErrorString = "access violation or other run-time error.";
switch( GetExceptionCode() )
{
case EXCEPTION_ACCESS_VIOLATION: g_sErrorString = "EXCEPTION_ACCESS_VIOLATION"; break;
case EXCEPTION_BREAKPOINT: g_sErrorString = "EXCEPTION_BREAKPOINT"; break;
case EXCEPTION_DATATYPE_MISALIGNMENT: g_sErrorString = "EXCEPTION_DATATYPE_MISALIGNMENT"; break;
case EXCEPTION_SINGLE_STEP: g_sErrorString = "EXCEPTION_SINGLE_STEP"; break;
case EXCEPTION_ARRAY_BOUNDS_EXCEEDED: g_sErrorString = "EXCEPTION_ARRAY_BOUNDS_EXCEEDED"; break;
case EXCEPTION_FLT_DENORMAL_OPERAND: g_sErrorString = "EXCEPTION_FLT_DENORMAL_OPERAND"; break;
case EXCEPTION_FLT_DIVIDE_BY_ZERO: g_sErrorString = "EXCEPTION_FLT_DIVIDE_BY_ZERO"; break;
case EXCEPTION_FLT_INEXACT_RESULT: g_sErrorString = "EXCEPTION_FLT_INEXACT_RESULT"; break;
case EXCEPTION_FLT_INVALID_OPERATION: g_sErrorString = "EXCEPTION_FLT_INVALID_OPERATION"; break;
case EXCEPTION_FLT_OVERFLOW: g_sErrorString = "EXCEPTION_FLT_OVERFLOW"; break;
case EXCEPTION_FLT_STACK_CHECK: g_sErrorString = "EXCEPTION_FLT_STACK_CHECK"; break;
case EXCEPTION_FLT_UNDERFLOW: g_sErrorString = "EXCEPTION_FLT_UNDERFLOW"; break;
case EXCEPTION_INT_DIVIDE_BY_ZERO: g_sErrorString = "EXCEPTION_INT_DIVIDE_BY_ZERO"; break;
case EXCEPTION_INT_OVERFLOW: g_sErrorString = "EXCEPTION_INT_OVERFLOW"; break;
case EXCEPTION_PRIV_INSTRUCTION: g_sErrorString = "EXCEPTION_PRIV_INSTRUCTION"; break;
case EXCEPTION_NONCONTINUABLE_EXCEPTION:g_sErrorString = "EXCEPTION_NONCONTINUABLE_EXCEPTION"; break;
case EXCEPTION_ACCESS_VIOLATION: g_sErrorString = "EXCEPTION_ACCESS_VIOLATION"; break;
case EXCEPTION_ACCESS_VIOLATION: g_sErrorString = "EXCEPTION_ACCESS_VIOLATION"; break;
default: g_sErrorString = "Unknown exception."; break;
}
}
if( g_sErrorString != "" )
@@ -510,12 +533,12 @@ HRESULT CreateObjects( HWND hWnd )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
//SCREENMAN->SetNewScreen( new ScreenLoading );
//SCREENMAN->SetNewScreen( new ScreenSandbox );
//SCREENMAN->SetNewScreen( new ScreenResults(false) );
//SCREENMAN->SetNewScreen( new ScreenResults(true) );
//SCREENMAN->SetNewScreen( new ScreenSelectDifficulty );
//SCREENMAN->SetNewScreen( new ScreenPlayerOptions );
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
//SCREENMAN->SetNewScreen( new ScreenGameplay );
//SCREENMAN->SetNewScreen( new ScreenMusicScroll );
//SCREENMAN->SetNewScreen( new ScreenSelectMusic );
+25 -1
View File
@@ -79,7 +79,7 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 /nologo /subsystem:windows /debug /machine:I386 /out:"../StepMania-debug.exe" /pdbtype:sept
# ADD LINK32 /nologo /subsystem:windows /profile /debug /machine:I386 /out:"../StepMania-debug.exe"
!ENDIF
@@ -260,6 +260,14 @@ SOURCE=.\NoteData.h
# End Source File
# Begin Source File
SOURCE=.\NoteDataWithScoring.cpp
# End Source File
# Begin Source File
SOURCE=.\NoteDataWithScoring.h
# End Source File
# Begin Source File
SOURCE=.\Notes.cpp
# End Source File
# Begin Source File
@@ -658,6 +666,22 @@ SOURCE=.\TipDisplay.h
# Begin Group "Actors used in Gameplay"
# PROP Default_Filter ""
# Begin Group "ParticleSystems"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\DroppingParticleSystem.cpp
# End Source File
# Begin Source File
SOURCE=.\ParticleSystem.cpp
# End Source File
# Begin Source File
SOURCE=.\ParticleSystem.h
# End Source File
# End Group
# Begin Source File
SOURCE=.\ArrowEffects.cpp
+6
View File
@@ -359,6 +359,12 @@
<File
RelativePath="NoteData.h">
</File>
<File
RelativePath="NoteDataWithScoring.cpp">
</File>
<File
RelativePath="NoteDataWithScoring.h">
</File>
<File
RelativePath="Notes.cpp">
</File>
+3 -3
View File
@@ -13,15 +13,15 @@
struct StyleInput
{
StyleInput() { player = PLAYER_NONE; col = -1; };
StyleInput() { player = PLAYER_INVALID; col = -1; };
StyleInput( PlayerNumber p, int c ) { player = p; col = c; };
bool operator==( const StyleInput &other ) { return player == other.player && col == other.col; };
PlayerNumber player;
int col;
inline bool IsBlank() const { return player == PLAYER_NONE; };
inline bool IsBlank() const { return player == PLAYER_INVALID; };
inline bool IsValid() const { return !IsBlank(); };
inline void MakeBlank() { player = PLAYER_NONE; col = -1; };
inline void MakeBlank() { player = PLAYER_INVALID; col = -1; };
};
+2 -2
View File
@@ -1,5 +1,5 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Microsoft Developer Studio generated include file.
// Used by StepMania.RC
//
#define IDD_ERROR_DIALOG 111
@@ -24,7 +24,7 @@
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 115
#define _APS_NEXT_RESOURCE_VALUE 116
#define _APS_NEXT_COMMAND_VALUE 40009
#define _APS_NEXT_CONTROL_VALUE 1009
#define _APS_NEXT_SYMED_VALUE 101
+3 -2
View File
@@ -86,7 +86,7 @@ public:
CString GetArtist() {return m_sArtist; };
CString GetCredit() {return m_sCredit; };
float GetBeatOffsetInSeconds() {return m_fOffsetInSeconds; };
void SetBeatOffsetInSeconds(float fNewOffset) {m_fOffsetInSeconds = fNewOffset; };
void SetBeatOffsetInSeconds(float fNewOffset) {m_fOffsetInSeconds = fNewOffset; SetChangedSinceLastSave(); };
void GetMinMaxBPM( float &fMinBPM, float &fMaxBPM )
{
fMaxBPM = 0;
@@ -114,12 +114,13 @@ public:
bool IsNew() { return GetNumTimesPlayed()==0; };
bool HasChangedSinceLastSave() { return m_bChangedSinceSave; }
void SetChangedSinceLastSave() { m_bChangedSinceSave = true; }
Grade GetGradeForDifficultyClass( NotesType nt, DifficultyClass dc );
private:
void SetChangedSinceLastSave() { m_bChangedSinceSave = true; }
CString m_sSongFilePath;
CString m_sSongDir;
CString m_sGroupName;