Player cleanup

This commit is contained in:
Glenn Maynard
2005-02-26 05:59:12 +00:00
parent a1dcbca654
commit 4c2ffa90ef
6 changed files with 52 additions and 26 deletions
+26 -25
View File
@@ -42,26 +42,6 @@ CString JUDGMENT_X_NAME( size_t p, size_t both_sides ) { return "JudgmentXOffse
CString COMBO_X_NAME( size_t p, size_t both_sides ) { return "ComboXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
CString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ){ return "AttackDisplayXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
ThemeMetric<float> GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
ThemeMetric<float> GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
ThemeMetric2D<float> JUDGMENT_X ("Player",JUDGMENT_X_NAME,NUM_PLAYERS,2);
ThemeMetric<float> JUDGMENT_Y ("Player","JudgmentY");
ThemeMetric<float> JUDGMENT_Y_REVERSE ("Player","JudgmentYReverse");
ThemeMetric2D<float> COMBO_X ("Player",COMBO_X_NAME,NUM_PLAYERS,2);
ThemeMetric<float> COMBO_Y ("Player","ComboY");
ThemeMetric<float> COMBO_Y_REVERSE ("Player","ComboYReverse");
ThemeMetric2D<float> ATTACK_DISPLAY_X ("Player",ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
ThemeMetric<float> ATTACK_DISPLAY_Y ("Player","AttackDisplayY");
ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE ("Player","AttackDisplayYReverse");
ThemeMetric<float> HOLD_JUDGMENT_Y_STANDARD ("Player","HoldJudgmentYStandard");
ThemeMetric<float> HOLD_JUDGMENT_Y_REVERSE ("Player","HoldJudgmentYReverse");
ThemeMetric<int> BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
ThemeMetric<bool> TAP_JUDGMENTS_UNDER_FIELD ("Player","TapJudgmentsUnderField");
ThemeMetric<bool> HOLD_JUDGMENTS_UNDER_FIELD ("Player","HoldJudgmentsUnderField");
ThemeMetric<int> START_DRAWING_AT_PIXELS ("Player","StartDrawingAtPixels");
ThemeMetric<int> STOP_DRAWING_AT_PIXELS ("Player","StopDrawingAtPixels");
ThemeMetric<int> MAX_PRO_TIMING_ERROR ("Player","MaxProTimingError");
/* Distance to search for a note in Step(), in seconds. */
static const float StepSearchDistance = 1.0f;
@@ -102,6 +82,7 @@ Player::~Player()
/* Init() does the expensive stuff: load sounds and note skins. Load() just loads a NoteData. */
void Player::Init(
const CString &sType,
PlayerState* pPlayerState,
PlayerStageStats* pPlayerStageStats,
LifeMeter* pLM,
@@ -112,6 +93,26 @@ void Player::Init(
ScoreKeeper* pPrimaryScoreKeeper,
ScoreKeeper* pSecondaryScoreKeeper )
{
GRAY_ARROWS_Y_STANDARD.Load(sType,"ReceptorArrowsYStandard");
GRAY_ARROWS_Y_REVERSE.Load(sType,"ReceptorArrowsYReverse");
JUDGMENT_X.Load(sType,JUDGMENT_X_NAME,NUM_PLAYERS,2);
JUDGMENT_Y.Load(sType,"JudgmentY");
JUDGMENT_Y_REVERSE.Load(sType,"JudgmentYReverse");
COMBO_X.Load(sType,COMBO_X_NAME,NUM_PLAYERS,2);
COMBO_Y.Load(sType,"ComboY");
COMBO_Y_REVERSE.Load(sType,"ComboYReverse");
ATTACK_DISPLAY_X.Load(sType,ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
ATTACK_DISPLAY_Y.Load(sType,"AttackDisplayY");
ATTACK_DISPLAY_Y_REVERSE.Load(sType,"AttackDisplayYReverse");
HOLD_JUDGMENT_Y_STANDARD.Load(sType,"HoldJudgmentYStandard");
HOLD_JUDGMENT_Y_REVERSE.Load(sType,"HoldJudgmentYReverse");
BRIGHT_GHOST_COMBO_THRESHOLD.Load(sType,"BrightGhostComboThreshold");
TAP_JUDGMENTS_UNDER_FIELD.Load(sType,"TapJudgmentsUnderField");
HOLD_JUDGMENTS_UNDER_FIELD.Load(sType,"HoldJudgmentsUnderField");
START_DRAWING_AT_PIXELS.Load(sType,"StartDrawingAtPixels");
STOP_DRAWING_AT_PIXELS.Load(sType,"StopDrawingAtPixels");
MAX_PRO_TIMING_ERROR.Load(sType,"MaxProTimingError");
m_pPlayerState = pPlayerState;
m_pPlayerStageStats = pPlayerStageStats;
m_pLifeMeter = pLM;
@@ -128,7 +129,7 @@ void Player::Init(
m_sMessageToSendOnStep = ssprintf("StepP%d",pn+1);
m_soundMine.Load( THEME->GetPathS("Player","mine"), true );
m_soundMine.Load( THEME->GetPathS(sType,"mine"), true );
/* Attacks can be launched in course modes and in battle modes. They both come
* here to play, but allow loading a different sound for different modes. */
@@ -136,12 +137,12 @@ void Player::Init(
{
case PLAY_MODE_RAVE:
case PLAY_MODE_BATTLE:
m_soundAttackLaunch.Load( THEME->GetPathS("Player","battle attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathS("Player","battle attack ending"), true );
m_soundAttackLaunch.Load( THEME->GetPathS(sType,"battle attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathS(sType,"battle attack ending"), true );
break;
default:
m_soundAttackLaunch.Load( THEME->GetPathS("Player","course attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathS("Player","course attack ending"), true );
m_soundAttackLaunch.Load( THEME->GetPathS(sType,"course attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathS(sType,"course attack ending"), true );
break;
}