diff --git a/stepmania/src/CombinedLifeMeterTug.cpp b/stepmania/src/CombinedLifeMeterTug.cpp index 31228397fa..84363780ba 100644 --- a/stepmania/src/CombinedLifeMeterTug.cpp +++ b/stepmania/src/CombinedLifeMeterTug.cpp @@ -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 ) diff --git a/stepmania/src/GameConstantsAndTypes.cpp b/stepmania/src/GameConstantsAndTypes.cpp index 7dcfd70e94..1e924c039c 100644 --- a/stepmania/src/GameConstantsAndTypes.cpp +++ b/stepmania/src/GameConstantsAndTypes.cpp @@ -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 ); diff --git a/stepmania/src/GameConstantsAndTypes.h b/stepmania/src/GameConstantsAndTypes.h index c95d5b1fdd..57917af793 100644 --- a/stepmania/src/GameConstantsAndTypes.h +++ b/stepmania/src/GameConstantsAndTypes.h @@ -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, }; diff --git a/stepmania/src/LifeMeterBar.cpp b/stepmania/src/LifeMeterBar.cpp index 7d7c69acf7..e287007793 100644 --- a/stepmania/src/LifeMeterBar.cpp +++ b/stepmania/src/LifeMeterBar.cpp @@ -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. */ diff --git a/stepmania/src/LifeMeterBar.h b/stepmania/src/LifeMeterBar.h index 087da18014..83bc272617 100644 --- a/stepmania/src/LifeMeterBar.h +++ b/stepmania/src/LifeMeterBar.h @@ -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 }; diff --git a/stepmania/src/NotesLoaderBMS.cpp b/stepmania/src/NotesLoaderBMS.cpp index ede5124c8f..a701700798 100644 --- a/stepmania/src/NotesLoaderBMS.cpp +++ b/stepmania/src/NotesLoaderBMS.cpp @@ -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 ); diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index 07bc39544d..3ce255a696 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -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 diff --git a/stepmania/src/PlayerStageStats.cpp b/stepmania/src/PlayerStageStats.cpp index 8f24fb0310..57ac4cdbeb 100644 --- a/stepmania/src/PlayerStageStats.cpp +++ b/stepmania/src/PlayerStageStats.cpp @@ -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 diff --git a/stepmania/src/PrefsManager.h b/stepmania/src/PrefsManager.h index ea5a8caa9d..fa49539ea8 100644 --- a/stepmania/src/PrefsManager.h +++ b/stepmania/src/PrefsManager.h @@ -103,7 +103,7 @@ public: Preference m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter Preference m_bFailOffInBeginner; Preference m_bFailOffForFirstStageEasy; - Preference m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger boo window + Preference 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 m_iPercentScoreWeightTier1; diff --git a/stepmania/src/ProfileManager.cpp b/stepmania/src/ProfileManager.cpp index 6f3a92c4e8..c5984a70ea 100644 --- a/stepmania/src/ProfileManager.cpp +++ b/stepmania/src/ProfileManager.cpp @@ -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.) */ diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index aee0c8b11a..e5e6dcdba0 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -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; diff --git a/stepmania/src/ScreenEvaluation.h b/stepmania/src/ScreenEvaluation.h index 8c9c330ca0..d4a45c48f1 100644 --- a/stepmania/src/ScreenEvaluation.h +++ b/stepmania/src/ScreenEvaluation.h @@ -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