Use generic names for TapNoteScore values since they are treated genericly by the code.

Theme changes coming...
This commit is contained in:
Chris Danford
2005-10-08 02:02:03 +00:00
parent b6cf3477b4
commit 1ead066956
12 changed files with 47 additions and 47 deletions
+2 -2
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@@ -64,8 +64,8 @@ void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, HoldNoteScore score, Tap
{
/* The initial tap note score (which we happen to have in have in
* tscore) has already been reported to the above function. If the
* hold end result was an NG, count it as a miss; if the end result
* was an OK, count a perfect. (Remember, this is just life meter
* hold end result was an LetGo, count it as a miss; if the end result
* was a Held, count a tier2. (Remember, this is just life meter
* computation, not scoring.) */
float fPercentToMove = 0;
switch( score )
+3 -3
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@@ -268,9 +268,9 @@ static const CString PerDifficultyAwardNames[] = {
"SingleDigitTier2",
"OneTier2",
"FullComboTier1",
"Tier3s80Percent",
"Tier3s90Percent",
"Tier3s100Percent",
"Percent80Tier3",
"Percent90Tier3",
"Percent100Tier3",
};
XToString( PerDifficultyAward, NUM_PER_DIFFICULTY_AWARDS );
XToThemedString( PerDifficultyAward, NUM_PER_DIFFICULTY_AWARDS );
+10 -10
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@@ -293,16 +293,16 @@ const CString& PremiumToString( Premium p );
enum PerDifficultyAward
{
AWARD_FULL_COMBO_GREATS,
AWARD_SINGLE_DIGIT_GREATS,
AWARD_ONE_GREAT,
AWARD_FULL_COMBO_PERFECTS,
AWARD_SINGLE_DIGIT_PERFECTS,
AWARD_ONE_PERFECT,
AWARD_FULL_COMBO_MARVELOUSES,
AWARD_GREATS_80_PERCENT,
AWARD_GREATS_90_PERCENT,
AWARD_GREATS_100_PERCENT,
AWARD_FULL_COMBO_TIER3,
AWARD_SINGLE_DIGIT_TIER3,
AWARD_ONE_TIER3,
AWARD_FULL_COMBO_TIER2,
AWARD_SINGLE_DIGIT_TIER2,
AWARD_ONE_TIER2,
AWARD_FULL_COMBO_TIER1,
AWARD_PERCENT_80_TIER3,
AWARD_PERCENT_90_TIER3,
AWARD_PERCENT_100_TIER3,
NUM_PER_DIFFICULTY_AWARDS,
PER_DIFFICULTY_AWARD_INVALID,
};
+6 -6
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@@ -138,7 +138,7 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
ASSERT(0);
}
if( IsHot() && score < TNS_Tier4 )
fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
fDeltaLife = -0.10f; // make it take a while to get back to "hot"
break;
case SongOptions::DRAIN_NO_RECOVER:
switch( score )
@@ -179,8 +179,8 @@ void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
{
/* The initial tap note score (which we happen to have in have in
* tscore) has already been reported to the above function. If the
* hold end result was an NG, count it as a miss; if the end result
* was an OK, count a perfect. (Remember, this is just life meter
* hold end result was an LetGo, count it as a miss; if the end result
* was an OK, count a tier2. (Remember, this is just life meter
* computation, not scoring.) */
float fDeltaLife=0.f;
switch( GAMESTATE->m_SongOptions.m_DrainType )
@@ -194,7 +194,7 @@ void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
ASSERT(0);
}
if( IsHot() && score == HNS_LetGo )
fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
fDeltaLife = -0.10f; // make it take a while to get back to "hot"
break;
case SongOptions::DRAIN_NO_RECOVER:
switch( score )
@@ -237,7 +237,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
else
{
fDeltaLife *= 1 + (float)m_iProgressiveLifebar/8 * m_iMissCombo;
// do this after; only successive boo/miss will
// do this after; only successive tier5/miss will
// increase the amount of life lost.
m_iMissCombo++;
/* Increase by m_iRegenComboAfterMiss; never push it beyond m_iMaxRegenComboAfterMiss
@@ -392,7 +392,7 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
* Life 16+: 200 %
*
* Note there is 200%, because boos take off 1/2 as much as
* a miss, and a boo would suck up half of your lifebar.
* a miss, and a tier5 would suck up half of your lifebar.
*
* Everything past 7 is intended mainly for nonstop mode.
*/
+1 -1
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@@ -51,7 +51,7 @@ private:
float m_fLifeDifficulty; // essentially same as pref
int m_iProgressiveLifebar; // cached from prefs
int m_iMissCombo; // current number of progressive boo/miss
int m_iMissCombo; // current number of progressive tier5/miss
int m_iComboToRegainLife; // combo needed before lifebar starts filling up after fail
};
+2 -2
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@@ -954,8 +954,8 @@ bool BMSLoader::LoadFromDir( CString sDir, Song &out )
ReadGlobalTags( aBMSData[iMainDataIndex], out );
// Override what that global tag said about the title if we have a good substring.
// Prevents clobbering and catches "D2R (7keys)" / "D2R (Another) (7keys)"
// Also catches "D2R (7keys)" / "D2R (14keys)"
// Prevents clobbering and catches "MySong (7keys)" / "MySong (Another) (7keys)"
// Also catches "MySong (7keys)" / "MySong (14keys)"
if( commonSubstring != "" )
GetMainAndSubTitlesFromFullTitle( commonSubstring, out.m_sMainTitle, out.m_sSubTitle );
+3 -3
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@@ -1396,7 +1396,7 @@ void Player::DisplayJudgedRow( int iIndexThatWasSteppedOn, TapNoteScore score, i
{
TapNote tn = m_NoteData.GetTapNote(iTrack, iIndexThatWasSteppedOn);
// If the score is great or better, remove the note from the screen to
// If the score is tier3 or better, remove the note from the screen to
// indicate success. (Or always if blind is on.)
if( score >= TNS_Tier3 || m_pPlayerState->m_PlayerOptions.m_fBlind )
{
@@ -1426,8 +1426,8 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
/* Find the minimum score of the row. This will never be TNS_None, since this
* function is only called when a row is completed. */
/* Instead, use the last tap score.
/* I'm not sure this is right, either. Can you really jump a boo and a perfect
* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
/* I'm not sure this is right, either. Can you really jump a tier5 and a tier2
* and get scored for a tier2? (That's so loose, you can gallop jumps.) -glenn */
/* Instead of grading individual columns, maybe set a "was pressed recently"
* countdown every time you step on a column. When you step on the first note of
* the jump, it sets the first "was pressed recently" timer. Then, when you do
+10 -10
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@@ -527,28 +527,28 @@ void PlayerStageStats::CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutop
if( !GAMESTATE->IsDisqualified(p) )
{
if( FullComboOfScore( TNS_Tier3 ) )
vPdas.push_back( AWARD_FULL_COMBO_GREATS );
vPdas.push_back( AWARD_FULL_COMBO_TIER3 );
if( SingleDigitsOfScore( TNS_Tier3 ) )
vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS );
vPdas.push_back( AWARD_SINGLE_DIGIT_TIER3 );
if( FullComboOfScore( TNS_Tier2 ) )
vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
vPdas.push_back( AWARD_FULL_COMBO_TIER2 );
if( SingleDigitsOfScore( TNS_Tier2 ) )
vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS );
vPdas.push_back( AWARD_SINGLE_DIGIT_TIER2 );
if( FullComboOfScore( TNS_Tier1 ) )
vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
vPdas.push_back( AWARD_FULL_COMBO_TIER1 );
if( OneOfScore( TNS_Tier3 ) )
vPdas.push_back( AWARD_ONE_GREAT );
vPdas.push_back( AWARD_ONE_TIER3 );
if( OneOfScore( TNS_Tier2 ) )
vPdas.push_back( AWARD_ONE_PERFECT );
vPdas.push_back( AWARD_ONE_TIER2 );
float fPercentTier3s = GetPercentageOfTaps( TNS_Tier3 );
if( fPercentTier3s >= 0.8f )
vPdas.push_back( AWARD_GREATS_80_PERCENT );
vPdas.push_back( AWARD_PERCENT_80_TIER3 );
if( fPercentTier3s >= 0.9f )
vPdas.push_back( AWARD_GREATS_90_PERCENT );
vPdas.push_back( AWARD_PERCENT_90_TIER3 );
if( fPercentTier3s >= 1.f )
vPdas.push_back( AWARD_GREATS_100_PERCENT );
vPdas.push_back( AWARD_PERCENT_100_TIER3 );
}
// Max one PDA per stage
+1 -1
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@@ -103,7 +103,7 @@ public:
Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
Preference<bool> m_bFailOffInBeginner;
Preference<bool> m_bFailOffForFirstStageEasy;
Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger boo window
Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger tier5 window
// percent score (the number that is shown on the screen and saved to memory card)
Preference<int> m_iPercentScoreWeightTier1;
+3 -3
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@@ -129,7 +129,7 @@ ProfileLoadResult ProfileManager::LoadProfile( PlayerNumber pn, CString sProfile
if( lr == ProfileLoadResult_Success )
{
/* Next time the profile is written, move this good profile into LastGood. */
/* Next time the profile is written, move this tier4 profile into LastGood. */
m_bNeedToBackUpLastLoad[pn] = true;
}
@@ -299,8 +299,8 @@ bool ProfileManager::SaveProfile( PlayerNumber pn ) const
/*
* If the profile we're writing was loaded from the primary (non-backup)
* data, then we've validated it and know it's good. Before writing our
* new data, move the old, good data to the backup. (Only do this once;
* data, then we've validated it and know it's tier4. Before writing our
* new data, move the old, tier4 data to the backup. (Only do this once;
* if we save the profile more than once, we havn't re-validated the
* newly written data.)
*/
+5 -5
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@@ -500,11 +500,11 @@ void ScreenEvaluation::Init()
int iValue;
switch( l )
{
case marvelous: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier1]; break;
case perfect: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier2]; break;
case great: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier3]; break;
case good: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier4]; break;
case boo: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier5]; break;
case tier1: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier1]; break;
case tier2: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier2]; break;
case tier3: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier3]; break;
case tier4: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier4]; break;
case tier5: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier5]; break;
case miss: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Miss]; break;
case ok: iValue = STATSMAN->m_CurStageStats.m_player[p].iHoldNoteScores[HNS_Held]; break;
case max_combo: iValue = STATSMAN->m_CurStageStats.m_player[p].GetMaxCombo().cnt; break;
+1 -1
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@@ -16,7 +16,7 @@
#include "ThemeMetric.h"
const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
enum JudgeLine { marvelous, perfect, great, good, boo, miss, ok, max_combo, error, NUM_JUDGE_LINES };
enum JudgeLine { tier1, tier2, tier3, tier4, tier5, miss, ok, max_combo, error, NUM_JUDGE_LINES };
enum StatsLine { jumps, holds, mines, hands, rolls, NUM_STATS_LINES };
class ScreenEvaluation : public ScreenWithMenuElements