add Strum. This needs cleanup

This commit is contained in:
Chris Danford
2006-10-27 18:09:39 +00:00
parent 0b5f456a42
commit 3c3359c163
3 changed files with 135 additions and 43 deletions
+129 -40
View File
@@ -985,7 +985,7 @@ void Player::Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
m_vbFretIsDown[ col ] = !bRelease;
}
void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease )
void Player::StepOrStrum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease, Player::ButtonType pbt )
{
if( IsOniDead() )
return;
@@ -995,7 +995,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds ) : GAMESTATE->m_fSongBeat;
const int iSongRow = row == -1 ? BeatToNoteRow( fSongBeat ) : row;
if( !bRelease )
if( col != -1 && !bRelease )
{
// Update roll life
// Let's not check the whole array every time.
@@ -1111,17 +1111,30 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
* Either option would fundamentally change the grading of two quick notes "jack hammers." Hmm.
*/
const int iStepSearchRows = BeatToNoteRow( StepSearchDistance * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate );
int iRowOfOverlappingNote = row == -1 ? GetClosestNote( col, BeatToNoteRow(fSongBeat), iStepSearchRows, iStepSearchRows, false ) : row;
int iRowOfOverlappingNoteOrRow = row;
if( row == -1 )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Strum:
iRowOfOverlappingNoteOrRow = GetClosestNonEmptyRow( BeatToNoteRow(fSongBeat), iStepSearchRows, iStepSearchRows, false );
break;
case ButtonType_Step:
iRowOfOverlappingNoteOrRow = GetClosestNote( col, BeatToNoteRow(fSongBeat), iStepSearchRows, iStepSearchRows, false );
break;
}
}
// calculate TapNoteScore
TapNoteScore score = TNS_None;
if( iRowOfOverlappingNote != -1 )
if( iRowOfOverlappingNoteOrRow != -1 )
{
// compute the score for this hit
float fNoteOffset = 0.0f;
// we need this later if we are autosyncing
const float fStepBeat = NoteRowToBeat( iRowOfOverlappingNote );
const float fStepBeat = NoteRowToBeat( iRowOfOverlappingNoteOrRow );
const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat);
if( row == -1 )
@@ -1145,15 +1158,25 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
const float fSecondsFromExact = fabsf( fNoteOffset );
NoteData::iterator iter = m_NoteData.FindTapNote( col, iRowOfOverlappingNote );
DEBUG_ASSERT( iter!= m_NoteData.end(col) );
TapNote &tn = iter->second;
TapNote tnDummy = TAP_ORIGINAL_TAP;
TapNote *pTN = NULL;
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Strum:
pTN = &tnDummy;
break;
case ButtonType_Step:
NoteData::iterator iter = m_NoteData.FindTapNote( col, iRowOfOverlappingNoteOrRow );
DEBUG_ASSERT( iter!= m_NoteData.end(col) );
pTN = &iter->second;
break;
}
switch( m_pPlayerState->m_PlayerController )
{
case PC_HUMAN:
switch( tn.type )
switch( pTN->type )
{
case TapNote::mine:
// Stepped too close to mine?
@@ -1162,12 +1185,12 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
break;
case TapNote::attack:
if( !bRelease && fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_Attack) && !tn.result.bHidden )
if( !bRelease && fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_Attack) && !pTN->result.bHidden )
score = TNS_W2; /* sentinel */
break;
default:
if( (tn.type == TapNote::lift) == bRelease )
if( (pTN->type == TapNote::lift) == bRelease )
{
if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W1) ) score = TNS_W1;
else if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W2) ) score = TNS_W2;
@@ -1197,20 +1220,20 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
// TRICKY: We're asking the AI to judge mines. consider TNS_W4 and below
// as "mine was hit" and everything else as "mine was avoided"
if( tn.type == TapNote::mine )
if( pTN->type == TapNote::mine )
{
// The CPU hits a lot of mines. Only consider hitting the
// first mine for a row. We know we're the first mine if
// there are are no mines to the left of us.
for( int t=0; t<col; t++ )
{
if( m_NoteData.GetTapNote(t,iRowOfOverlappingNote).type == TapNote::mine ) // there's a mine to the left of us
if( m_NoteData.GetTapNote(t,iRowOfOverlappingNoteOrRow).type == TapNote::mine ) // there's a mine to the left of us
return; // avoid
}
// The CPU hits a lot of mines. Make it less likely to hit
// mines that don't have a tap note on the same row.
bool bTapsOnRow = m_NoteData.IsThereATapOrHoldHeadAtRow( iRowOfOverlappingNote );
bool bTapsOnRow = m_NoteData.IsThereATapOrHoldHeadAtRow( iRowOfOverlappingNoteOrRow );
TapNoteScore get_to_avoid = bTapsOnRow ? TNS_W3 : TNS_W4;
if( score >= get_to_avoid )
@@ -1219,7 +1242,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
score = TNS_HitMine;
}
if( tn.type == TapNote::attack && score > TNS_W4 )
if( pTN->type == TapNote::attack && score > TNS_W4 )
score = TNS_W2; /* sentinel */
/* AI will generate misses here. Don't handle a miss like a regular note because
@@ -1241,7 +1264,29 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
break;
}
if( tn.type == TapNote::attack && score == TNS_W2 )
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Strum:
{
bool bNoteRowMatchesFrets = true;
for( int i=0; i<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; i++ )
{
const TapNote &tn = m_NoteData.GetTapNote( i, iRowOfOverlappingNoteOrRow );
bool bNoteMatchesFret = m_vbFretIsDown[i] == (tn.type != TapNote::empty);
bNoteRowMatchesFrets &= bNoteMatchesFret;
}
if( !bNoteRowMatchesFrets )
score = TNS_HitMine;
}
break;
case ButtonType_Step:
break;
}
if( pTN->type == TapNote::attack && score == TNS_W2 )
{
score = TNS_None; // don't score this as anything
@@ -1251,8 +1296,8 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
Attack attack(
ATTACK_LEVEL_1,
-1, // now
tn.fAttackDurationSeconds,
tn.sAttackModifiers,
pTN->fAttackDurationSeconds,
pTN->sAttackModifiers,
true,
false
);
@@ -1265,9 +1310,9 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
// remove all TapAttacks on this row
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const TapNote &tn = m_NoteData.GetTapNote( t, iRowOfOverlappingNote );
const TapNote &tn = m_NoteData.GetTapNote( t, iRowOfOverlappingNoteOrRow );
if( tn.type == TapNote::attack )
HideNote( t, iRowOfOverlappingNote );
HideNote( t, iRowOfOverlappingNoteOrRow );
}
}
@@ -1279,16 +1324,36 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
if( score == TNS_W1 && !GAMESTATE->ShowW1() )
score = TNS_W2;
tn.result.tns = score;
if( score != TNS_None )
tn.result.fTapNoteOffset = -fNoteOffset;
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Strum:
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
TapNote tn = m_NoteData.GetTapNote( t, iRowOfOverlappingNoteOrRow );
if( tn.type != TapNote::empty )
{
tn.result.tns = score;
tn.result.fTapNoteOffset = -fNoteOffset;
m_NoteData.SetTapNote( t, iRowOfOverlappingNoteOrRow, tn );
}
}
break;
case ButtonType_Step:
pTN->result.tns = score;
pTN->result.fTapNoteOffset = -fNoteOffset;
break;
}
}
PlayerNumber pn = tn.pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : tn.pn;
PlayerNumber pn = pTN->pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : pTN->pn;
m_LastTapNoteScore = score;
if( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
{
if( tn.type != TapNote::mine )
if( pTN->type != TapNote::mine )
{
const bool bBlind = (m_pPlayerState->m_PlayerOptions.GetCurrent().m_fBlind != 0);
// XXX This is the wrong combo for shared players. STATSMAN->m_CurStageStats.m_Player[pn] might work but could be wrong.
@@ -1296,12 +1361,12 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
if( m_pNoteField )
m_pNoteField->DidTapNote( col, score, bBright );
if( score >= TNS_W3 || bBlind )
HideNote( col, iRowOfOverlappingNote );
HideNote( col, iRowOfOverlappingNoteOrRow );
}
}
else if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRowOfOverlappingNote, pn) )
else if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRowOfOverlappingNoteOrRow, pn) )
{
FlashGhostRow( iRowOfOverlappingNote, pn );
FlashGhostRow( iRowOfOverlappingNoteOrRow, pn );
}
}
@@ -1315,30 +1380,54 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
* even that doesn't seem quite right since it would then play the same (new) keysound twice which would
* sound wrong even though the notes were judged as being correct, above. Fixing the above problem would
* fix this one as well. */
if( iRowOfOverlappingNote == -1 )
iRowOfOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat),
if( iRowOfOverlappingNoteOrRow == -1 )
iRowOfOverlappingNoteOrRow = GetClosestNote( col, BeatToNoteRow(fSongBeat),
iStepSearchRows, MAX_NOTE_ROW, true );
if( iRowOfOverlappingNote != -1 )
if( iRowOfOverlappingNoteOrRow != -1 )
{
const TapNote &tn = m_NoteData.GetTapNote( col, iRowOfOverlappingNote );
if( tn.iKeysoundIndex >= 0 && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
m_vKeysounds[tn.iKeysoundIndex].Play();
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Strum:
for( int i=0; i<m_NoteData.GetNumTracks(); i++ )
{
const TapNote &tn = m_NoteData.GetTapNote( i, iRowOfOverlappingNoteOrRow );
if( tn.iKeysoundIndex >= 0 && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
m_vKeysounds[tn.iKeysoundIndex].Play();
}
break;
case ButtonType_Step:
const TapNote &tn = m_NoteData.GetTapNote( col, iRowOfOverlappingNoteOrRow );
if( tn.iKeysoundIndex >= 0 && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
m_vKeysounds[tn.iKeysoundIndex].Play();
break;
}
}
}
// XXX:
if( !bRelease )
{
if( m_pNoteField )
m_pNoteField->Step( col, score );
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Strum:
for( int i=0; i<m_NoteData.GetNumTracks(); i++ )
{
if( m_vbFretIsDown[i] )
m_pNoteField->Step( i, score );
}
break;
case ButtonType_Step:
m_pNoteField->Step( col, score );
break;
}
}
MESSAGEMAN->Broadcast( m_sMessageToSendOnStep );
}
}
void Player::Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease )
{
}
static bool Unjudged( const TapNote &tn )
{
if( tn.result.tns != TNS_None )
+4 -2
View File
@@ -115,8 +115,10 @@ public:
void CrossedMineRow( int iNoteRow, const RageTimer &now );
bool IsOniDead() const;
void Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
void Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
void Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
enum ButtonType { ButtonType_Step, ButtonType_Strum };
void StepOrStrum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease, ButtonType gbt );
void Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepOrStrum(col, row, tm, bHeld, bRelease, ButtonType_Step); }
void Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepOrStrum(col, row, tm, bHeld, bRelease, ButtonType_Strum); }
void RandomizeNotes( int iNoteRow );
void FadeToFail();
void CacheAllUsedNoteSkins();
+2 -1
View File
@@ -2216,7 +2216,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
GameButtonType gbt = INPUTMAPPER->GetInputScheme()->m_GameButtonInfo[input.GameI.button].m_gbt;
switch( gbt )
{
DEFAULT_FAIL( gbt );
case GameButtonType_INVALID:
break;
case GameButtonType_Step:
pi.m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
break;