eliminate m_iNumCols, dynamic array
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@@ -11,7 +11,6 @@
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ReceptorArrowRow::ReceptorArrowRow()
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{
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m_iNumCols = 0;
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m_pPlayerState = NULL;
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m_fYReverseOffsetPixels = 0;
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m_fFadeToFailPercent = 0;
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@@ -24,37 +23,42 @@ void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOff
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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m_iNumCols = pStyle->m_iColsPerPlayer;
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for( int c=0; c<m_iNumCols; c++ )
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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m_ReceptorArrow[c].SetName( "ReceptorArrow" );
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m_ReceptorArrow[c].Load( m_pPlayerState, c );
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this->AddChild( &m_ReceptorArrow[c] );
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m_ReceptorArrow.push_back( new ReceptorArrow );
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m_ReceptorArrow[c]->SetName( "ReceptorArrow" );
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m_ReceptorArrow[c]->Load( m_pPlayerState, c );
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this->AddChild( m_ReceptorArrow[c] );
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}
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}
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ReceptorArrowRow::~ReceptorArrowRow()
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{
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for( unsigned i = 0; i < m_ReceptorArrow.size(); ++i )
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delete m_ReceptorArrow[i];
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}
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void ReceptorArrowRow::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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for( int c=0; c<m_iNumCols; c++ )
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for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
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{
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// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
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float fBaseAlpha = (1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark) * (1 - m_fFadeToFailPercent);
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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m_ReceptorArrow[c].SetBaseAlpha( fBaseAlpha );
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m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
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// set arrow XYZ
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, c, 0, m_fYReverseOffsetPixels );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, c, 0 );
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m_ReceptorArrow[c].SetX( fX );
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m_ReceptorArrow[c].SetY( fY );
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m_ReceptorArrow[c].SetZ( fZ );
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m_ReceptorArrow[c]->SetX( fX );
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m_ReceptorArrow[c]->SetY( fY );
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m_ReceptorArrow[c]->SetZ( fZ );
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const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
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m_ReceptorArrow[c].SetZoom( fZoom );
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m_ReceptorArrow[c]->SetZoom( fZoom );
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}
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}
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@@ -63,24 +67,24 @@ void ReceptorArrowRow::DrawPrimitives()
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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for( int c=0; c<m_iNumCols; c++ )
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for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
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{
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NoteFieldMode::BeginDrawTrack( pn, c );
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m_ReceptorArrow[c].Draw();
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m_ReceptorArrow[c]->Draw();
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NoteFieldMode::EndDrawTrack(c);
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}
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}
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void ReceptorArrowRow::Step( int iCol, TapNoteScore score )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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m_ReceptorArrow[iCol].Step( score );
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ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() );
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m_ReceptorArrow[iCol]->Step( score );
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}
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void ReceptorArrowRow::SetPressed( int iCol )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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m_ReceptorArrow[iCol].SetPressed();
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ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() );
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m_ReceptorArrow[iCol]->SetPressed();
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}
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/*
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@@ -14,24 +14,23 @@ class ReceptorArrowRow : public ActorFrame
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{
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public:
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ReceptorArrowRow();
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void Load( const PlayerState* pPlayerState, float fYReverseOffset );
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virtual ~ReceptorArrowRow();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void Load( const PlayerState* pPlayerState, float fYReverseOffset );
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void Step( int iCol, TapNoteScore score );
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void SetPressed( int iCol );
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void SetFadeToFailPercent( float fFadeToFailPercent ) { m_fFadeToFailPercent = fFadeToFailPercent; }
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protected:
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int m_iNumCols;
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const PlayerState* m_pPlayerState;
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float m_fYReverseOffsetPixels;
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float m_fFadeToFailPercent;
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ReceptorArrow m_ReceptorArrow[MAX_NOTE_TRACKS];
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vector<ReceptorArrow *> m_ReceptorArrow;
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};
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#endif
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