diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp
index e0df0b96ed..8988494441 100644
--- a/stepmania/src/Player.cpp
+++ b/stepmania/src/Player.cpp
@@ -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
= 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; iGetCurrentStyle()->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; tShowW1() )
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; tresult.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= 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; iStep( 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 )
diff --git a/stepmania/src/Player.h b/stepmania/src/Player.h
index 5d8f27692b..78eab8c905 100644
--- a/stepmania/src/Player.h
+++ b/stepmania/src/Player.h
@@ -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();
diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp
index 2167f047a6..b5b738e90b 100644
--- a/stepmania/src/ScreenGameplay.cpp
+++ b/stepmania/src/ScreenGameplay.cpp
@@ -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;